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scene.beginAnimation( instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimat...
<mask> } <mask> Node.ParseAnimationRanges(instance, parsedInstance, scene); <mask> <mask> if (parsedInstance.autoAnimate) { <mask> scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsed...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateRibbon( name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh ): Mesh {
<mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/how_to/Ho...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateCylinder( name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number ): Mesh {
<mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @returns a new Mesh <mask> */ <mask> public static CreateCyli...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateTorusKnot( name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number ): Mesh {
<mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @returns a new Mesh <mask> */ <mask> public static CreateToru...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateDashedLines( name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Nullable<Scene> = null, updatable?: boolean, instance?: LinesMesh ): LinesMesh {
<mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines) <mask> * @returns ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static ExtrudePolygon( name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut ): Mesh {
<mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @param earcutInjection can be used to inject your own earcut reference <mask> * @returns a new Mesh <mask> */ <mask> public static Extru...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static ExtrudeShape( name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene: Nullable<Scene> = null, updatable?: boolean, sideOrientation?: number, instance?: Mesh ): M...
<mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateTiledGround( name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: { w: number; h: number }, precision: { w: number; h: number }, scene: Scene, updatable?: boolean ): Mesh {
<mask> * @param scene defines the hosting scene <mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @returns a new Mesh <mask> */ <mask> public static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: { w: n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateGroundFromHeightMap( name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => ...
<mask> * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time) <mask> * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible) <mask> * @returns a new Mesh <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
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, ...
<mask> * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/how_to/How_to_dy...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreatePolyhedron( name: string, options: { type?: number; size?: number; sizeX?: number; sizeY?: number; sizeZ?: number; custom?: any; faceUV?: Vector4[]; faceColors?: Color4[]; ...
<mask> * @param options defines the options used to create the mesh <mask> * @param scene defines the hosting scene <mask> * @returns a new Mesh <mask> */ <mask> public static CreatePolyhedron(name: string, options: { type?: number; size?: number; sizeX?: number; sizeY?: number; sizeZ?: num...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static CreateIcoSphere( name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean }, scene: Scene ): Mesh {
<mask> * @param scene defines the hosting scene <mask> * @returns a new Mesh <mask> * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere <mask> */ <mask> public static CreateIcoSphere(name: string, options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientat...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
Vector3.TransformCoordinatesFromFloatsToRef( internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3 );
<mask> } <mask> } <mask> } <mask> <mask> Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
Vector3.TransformNormalFromFloatsToRef( internalDataInfo._sourceNormals[index], internalDataInfo._sourceNormals[index + 1], internalDataInfo._sourceNormals[index + 2], finalMatrix, tempVector3 ...
<mask> Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3); <mask> tempVector3.toArray(positionsData, index); <mask> <mask> if ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public static MergeMeshes( meshes: Array<Mesh>, disposeSource = true, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean ): Nullable<Mesh> {
<mask> * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source. <mask> * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes. <mask> * @returns a new mesh <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
let babylonMaterial = submesh.getMaterial() || bufferMesh.getScene().defaultMaterial;
<mask> if (bufferMesh.subMeshes) { <mask> // go through all mesh primitives (submeshes) <mask> for (const submesh of bufferMesh.subMeshes) { <mask> uvCoordsPresent = false; <mask> let babylonMaterial = submesh.g...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e
serializers/src/glTF/2.0/babylon.glTFExporter.ts
const subMaterial = babylonMaterial.subMaterials[submesh.materialIndex]; if (subMaterial) { babylonMaterial = subMaterial;
<mask> this._materials.push(material); <mask> materialIndex = this._materials.length - 1; <mask> } <mask> else if (babylonMaterial instanceof MultiMaterial) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e
serializers/src/glTF/2.0/babylon.glTFExporter.ts
let sideOrientation = babylonMaterial.sideOrientation;
<mask> this._accessors.push(accessor); <mask> meshPrimitive.indices = this._accessors.length - 1; <mask> } <mask> if (materialIndex != null && Object.keys(meshPrimitive.attributes).length > 0) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e
serializers/src/glTF/2.0/babylon.glTFExporter.ts
<mask> } <mask> }); <mask> } <mask> <mask> private getRootNodes(babylonScene: Scene, nodes: TransformNode[], shouldExportTransformNode: (babylonTransformNode: TransformNode) => boolean): TransformNode[] { <mask> const rootNodes: TransformNode[] = []; <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e
serializers/src/glTF/2.0/babylon.glTFExporter.ts
<mask> }; <mask> let idleGLTFAnimations: IAnimation[] = []; <mask> let node: INode; <mask> <mask> let negScaleRootNode: Nullable<TransformNode> = null; <mask> <mask> const rootNodes = this.getRootNodes(babylonScene, nodes, shouldExportTransformNode); ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e
serializers/src/glTF/2.0/babylon.glTFExporter.ts
<mask> <mask> for (let babylonTransformNode of nodes) { <mask> if (shouldExportTransformNode(babylonTransformNode)) { <mask> node = this.createNode(babylonTransformNode, binaryWriter); <mask> if (negScaleRootNode && babylonTransformNode === negSc...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/80285dbaf2de745bc48bb1f27af1d289f0946a8e
serializers/src/glTF/2.0/babylon.glTFExporter.ts
quaternion.x *= -1; quaternion.y *= -1;
<mask> * Converts a Quaternion to right-handed <mask> * @param quaternion Source quaternion to convert to right-handed <mask> */ <mask> public static _GetRightHandedQuaternionFromRef(quaternion: Quaternion) { <mask> quaternion.x *= -1; <mask> quaternion...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/808a5b5beb1d2ea0453b340c1d0bead6383e9fe1
serializers/src/glTF/2.0/babylon.glTFUtilities.ts
quaternion[0] *= -1; quaternion[1] *= -1;
<mask> * Converts a Quaternion to right-handed <mask> * @param quaternion Source quaternion to convert to right-handed <mask> */ <mask> public static _GetRightHandedQuaternionArrayFromRef(quaternion: number[]) { <mask> quaternion[0] *= -1; <mask> quater...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/808a5b5beb1d2ea0453b340c1d0bead6383e9fe1
serializers/src/glTF/2.0/babylon.glTFUtilities.ts
const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z); if (length > 0) { tangent.x /= length; tangent.y /= length; tangent.z /= length; }
<mask> quaternion[1] *= -1; <mask> } <mask> <mask> public static _NormalizeTangentFromRef(tangent: Vector4) { <mask> const length = Math.sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z + tangent.z); <mask> tangent.x /= length; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/808a5b5beb1d2ea0453b340c1d0bead6383e9fe1
serializers/src/glTF/2.0/babylon.glTFUtilities.ts
var vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName; var fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;
<mask> } <mask> <mask> private _useFinalCode(migratedVertexCode: string, migratedFragmentCode: string, baseName: any) { <mask> if (baseName) { <mask> var vertex = baseName.vertexElement || baseName.vertex || baseName; <mask> var fragment = baseName.fragmentElement || baseN...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effect.ts
// Prevents ES6 Crash if not imported. import "../Shaders/postprocess.vertex";
<mask> import { Observable } from '../Misc/observable'; <mask> import { Effect } from './effect'; <mask> import { DataBuffer } from '../Meshes/dataBuffer'; <mask> <mask> /** <mask> * Helper class to render one or more effects <mask> */ <mask> export class EffectRenderer { </s> Effect Renderer update Forme...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
private _fullscreenViewport = new Viewport(0, 0, 1, 1);
<mask> <mask> private _ringBufferIndex = 0; <mask> private _ringScreenBuffer: Nullable<Array<Texture>> = null; <mask> <mask> private _getNextFrameBuffer(incrementIndex = true) { <mask> if (!this._ringScreenBuffer) { <mask> this._ringScreenBuffer = []; <mask> for (va...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
public render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture: Nullable<Texture> = null) {
<mask> * renders one or more effects to a specified texture <mask> * @param effectWrappers list of effects to renderer <mask> * @param outputTexture texture to draw to, if null it will render to the screen <mask> */ <mask> render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputT...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
this.setViewport(); this.applyEffectWrapper(effectWrapper);
<mask> renderTo = outputTexture; <mask> } <mask> <mask> // Reset state <mask> this.engine.setViewport(new Viewport(0, 0, 1, 1)); <mask> this.engine.enableEffect(effectWrapper.effect); <mask> <mask> // Bind buffers <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
<mask> // Reset state <mask> this.engine.setViewport(new Viewport(0, 0, 1, 1)); <mask> this.engine.enableEffect(effectWrapper.effect); <mask> <mask> // Bind buffers <mask> if (renderTo) { <mask> this.engine.bindFramebuffer(renderTo.getI...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
<mask> // Bind buffers <mask> if (renderTo) { <mask> this.engine.bindFramebuffer(renderTo.getInternalTexture()!); <mask> } <mask> this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effectWrapper.effect); <mask> effectWrapper....
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
this.draw();
<mask> } <mask> this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effectWrapper.effect); <mask> effectWrapper.onApplyObservable.notifyObservers({}); <mask> <mask> // Render <mask> this.engine.drawElementsType(Constants.MATERIAL_TriangleFil...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
/** * Vertex shader for the effect */ vertexShader: string;
<mask> * Fragment shader for the effect <mask> */ <mask> fragmentShader: string; <mask> /** <mask> * Attributes to use in the shader <mask> */ <mask> attributeNames?: Array<string>; <mask> /** </s> Effect Renderer update Former-commit-id: 9784de11e8d4d5339fb65752021792b341...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
attributeNames?: Array<string>;
<mask> fragmentShader: string; <mask> /** <mask> * Attributes to use in the shader <mask> */ <mask> attributeNames: Array<string>; <mask> /** <mask> * Uniforms to use in the shader <mask> */ <mask> uniformNames: Array<string>; <mask> /** </s> Effect Renderer update...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
uniformNames?: Array<string>;
<mask> attributeNames: Array<string>; <mask> /** <mask> * Uniforms to use in the shader <mask> */ <mask> uniformNames: Array<string>; <mask> /** <mask> * Texture sampler names to use in the shader <mask> */ <mask> samplerNames: Array<string>; <mask> } </s> Effect Rende...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
samplerNames?: Array<string>; /** * The friendly name of the effect displayed in Spector. */ name?: string;
<mask> uniformNames: Array<string>; <mask> /** <mask> * Texture sampler names to use in the shader <mask> */ <mask> samplerNames: Array<string>; <mask> } <mask> <mask> /** <mask> * Wraps an effect to be used for rendering <mask> */ </s> Effect Renderer update Former-commit-id: 9784...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
this.effect = new Effect({ fragmentSource: creationOptions.fragmentShader, vertexSource: creationOptions.vertexShader || "postprocess", spectorName: creationOptions.name || "effectWrapper" }, creationOptions.attributeNames || ["positio...
<mask> * Creates an effect to be renderer <mask> * @param creationOptions options to create the effect <mask> */ <mask> constructor(creationOptions: EffectWrapperCreationOptions) { <mask> this.effect = new Effect({fragmentSource: creationOptions.fragmentShader, vertex: "postprocess"}, cr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/81478b0230f573b3df8c49bd0f0e47d5c34a54c0
src/Materials/effectRenderer.ts
import { Observable, Engine, Scene, ArcRotateCamera, Vector3, SceneLoader, AbstractMesh, Mesh, HemisphericLight, Database, SceneLoaderProgressEvent } from 'babylonjs';
<mask> import { viewerManager } from './viewerManager'; <mask> import { TemplateManager } from './../templateManager'; <mask> import configurationLoader from './../configuration/loader'; <mask> import { Observable, Engine, Scene, ArcRotateCamera, Vector3, SceneLoader, AbstractMesh, Mesh, HemisphericLight, Database ...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1
Viewer/src/viewer/viewer.ts
public onModelLoadProgressObservable: PromiseObservable<SceneLoaderProgressEvent>;
<mask> public onSceneInitObservable: PromiseObservable<Scene>; <mask> public onEngineInitObservable: PromiseObservable<Engine>; <mask> public onModelLoadedObservable: PromiseObservable<AbstractMesh[]>; <mask> public onInitDoneObservable: PromiseObservable<AbstractViewer>; <mask> <mask> protec...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1
Viewer/src/viewer/viewer.ts
this.onModelLoadProgressObservable = new PromiseObservable();
<mask> <mask> this.onSceneInitObservable = new PromiseObservable(); <mask> this.onEngineInitObservable = new PromiseObservable(); <mask> this.onModelLoadedObservable = new PromiseObservable(); <mask> this.onInitDoneObservable = new PromiseObservable(); <mask> <mask> // a...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1
Viewer/src/viewer/viewer.ts
}, (progressEvent) => { this.onModelLoadProgressObservable.notifyWithPromise(progressEvent); }, (e, m, exception) => { // console.log(m, exception);
<mask> }).then(() => { <mask> return new Promise<Array<AbstractMesh>>((resolve, reject) => { <mask> SceneLoader.ImportMesh(undefined, base, filename, this.scene, (meshes) => { <mask> resolve(meshes); <mask> }, undefined, (e, m, exception) => {...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/823358c161b968d0a878263f0f8e6360199258e1
Viewer/src/viewer/viewer.ts
/** @hidden */ public _reflectionPositionName: string; /** @hidden */ public _reflectionSizeName: string;
<mask> /** @hidden */ <mask> public _2DSamplerName: string; <mask> protected _positionUVWName: string; <mask> protected _directionWName: string; <mask> protected _reflectionVectorName: string; <mask> /** @hidden */ <mask> public _reflectionCoordsName: string; <mask> /** @hidden *...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/8306827e3f5a01e23a6c80f7a3e845eed7e561a3
src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts
if ((<any>texture).boundingBoxSize) { let cubeTexture = <CubeTexture>texture; effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition); effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize); }
<mask> } else { <mask> effect.setTexture(this._2DSamplerName, texture); <mask> } <mask> } <mask> <mask> /** <mask> * Gets the code to inject in the vertex shader <mask> * @param state current state of the node material building <mask> * @returns the shader co...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/8306827e3f5a01e23a6c80f7a3e845eed7e561a3
src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts
state._emitFunctionFromInclude("helperFunctions", comments);
<mask> <mask> let comments = `//${this.name}`; <mask> state._emitFunction("ReciprocalPI", "#define RECIPROCAL_PI2 0.15915494", ""); <mask> state._emitFunctionFromInclude("reflectionFunction", comments, { <mask> replaceStrings: [ <mask> { search: /vec3 computeRe...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/8306827e3f5a01e23a6c80f7a3e845eed7e561a3
src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts
this._reflectionPositionName = state._getFreeVariableName("vReflectionPosition"); state._emitUniformFromString(this._reflectionPositionName, "vec3"); this._reflectionSizeName = state._getFreeVariableName("vReflectionPosition"); state._emitUniformFromString(this._reflectionSizeName...
<mask> this._reflectionColorName = state._getFreeVariableName("reflectionColor"); <mask> this._reflectionVectorName = state._getFreeVariableName("reflectionUVW"); <mask> this._reflectionCoordsName = state._getFreeVariableName("reflectionCoords"); <mask> } <mask> <mask> /** <mask>...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/8306827e3f5a01e23a6c80f7a3e845eed7e561a3
src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts
vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});
<mask> #endif <mask> <mask> #ifdef ${this._defineCubicName} <mask> #ifdef ${this._defineLocalCubicName} <mask> vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, vRef...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/8306827e3f5a01e23a6c80f7a3e845eed7e561a3
src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts
"core",
<mask> ] <mask> } <mask> ], <mask> "modules": [ <mask> "materialsLibrary", <mask> "postProcessesLibrary", <mask> "proceduralTexturesLibrary", <mask> "loaders", <mask> "serializers", <mask> "gui", </s> Build Core As Lib Former-commi...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
Tools/Gulp/config.json
<mask> var config = require("./config.json"); <mask> <mask> var includeShadersStream; <mask> var shadersStream; <mask> var workersStream; <mask> <mask> var extendsSearchRegex = /var\s__extends[\s\S]+?\}\)\(\);/g; <mask> var decorateSearchRegex = /var\s__decorate[\s\S]+?\};/g; <mask> <mask> /** </s> Build ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
Tools/Gulp/gulpfile.js
<mask> })); <mask> cb(); <mask> })); <mask> <mask> gulp.task("workers", function(cb) { <mask> workersStream = config.workers.map(function(workerDef) { <mask> return gulp.src(workerDef.files). <mask> pipe(expect.real({ errorOnFailure: true }, workerDef.files)). <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "re...
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
Tools/Gulp/gulpfile.js
gulp.task("typescript", gulp.series("typescript-compile", "build"));
<mask> <mask> /** <mask> * Build the releasable files. <mask> */ <mask> gulp.task("typescript", gulp.series("typescript-compile", "buildWorker", "build")); <mask> <mask> /** <mask> * Build all libs. <mask> */ <mask> gulp.task("typescript-libraries", gulp.series(config.modules, config.viewerModules)); <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
Tools/Gulp/gulpfile.js
// Allow babylon.max.js and babylon.js wpConfig.output.filename = library.maxOutput || wpConfig.output.filename.replace(".min", "");
<mask> sequence.push(buildEventMin); <mask> <mask> // Generate unminified file. <mask> wpConfig.mode = "development"; <mask> wpConfig.output.filename = wpConfig.output.filename.replace(".min", ""); <mask> let wpBuildMax = webpackStream(wpConfig, webpack); <mask> let buildEventMax = wpBui...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
Tools/Gulp/tasks/gulpTasks-libraries.js
<mask> { <mask> "compileOnSave": true, <mask> "compilerOptions": { <mask> "noResolve": true, <mask> "target": "es5", <mask> "declaration": true, <mask> "experimentalDecorators": true, </s> Build Core As Lib Former-commit-id: 7795ce5937a8e57842579a3dc19098ea12b889e4 </s> remove "noResol...
[ "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
src/tsconfig.json
"experimentalDecorators": true, "module": "commonjs", "target": "es5", "moduleResolution": "node", "noImplicitAny": true, "noImplicitReturns": true, "noImplicitThis": true, "noUnusedLocals": true, "strictNullChecks": true, "strictFunctionTypes": true,...
<mask> { <mask> "compileOnSave": true, <mask> "compilerOptions": { <mask> "noResolve": true, <mask> "target": "es5", <mask> "declaration": true, <mask> "experimentalDecorators": true, <mask> "isolatedModules": false, <mask> "sourceMap": true, <mask> "types": [], <mask> "no...
[ "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83b56f7d47690a24ab5385cb4aca0bc68ee4e38a
src/tsconfig.json
checkSkeletonViewerState(props: ISkeletonPropertyGridComponentProps) { const scene = props.skeleton.getScene(); this._skeletonViewers = [];
<mask> <mask> } <mask> } <mask> <mask> componentWillMount() { <mask> const scene = this.props.skeleton.getScene(); <mask> <mask> if (!scene) { <mask> return; <mask> } <mask> </s> Fix regression induced by skeleton.overrideMesh Former-commit-id: d38a3...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
inspector/src/components/actionTabs/tabs/propertyGrids/meshes/skeletonPropertyGridComponent.tsx
<mask> if (!scene) { <mask> return; <mask> } <mask> <mask> if (!scene.reservedDataStore) { <mask> scene.reservedDataStore = {}; <mask> } <mask> <mask> for (var mesh of scene.meshes) { <mask> if (mesh.skeleton === this.props.skeleton...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
inspector/src/components/actionTabs/tabs/propertyGrids/meshes/skeletonPropertyGridComponent.tsx
if (mesh.skeleton === props.skeleton && mesh.reservedDataStore && mesh.reservedDataStore.skeletonViewer) {
<mask> scene.reservedDataStore = {}; <mask> } <mask> <mask> for (var mesh of scene.meshes) { <mask> if (mesh.skeleton === this.props.skeleton && mesh.reservedDataStore && mesh.reservedDataStore.skeletonViewer) { <mask> this._skeletonViewers.push(mesh.reserv...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
inspector/src/components/actionTabs/tabs/propertyGrids/meshes/skeletonPropertyGridComponent.tsx
componentWillMount() { this.checkSkeletonViewerState(this.props); } shouldComponentUpdate(nextProps: ISkeletonPropertyGridComponentProps) { if (nextProps.skeleton !== this.props.skeleton) { this.checkSkeletonViewerState(nextProps); } return true; }...
<mask> this._skeletonViewersEnabled = (this._skeletonViewers.length > 0); <mask> } <mask> <mask> render() { <mask> const skeleton = this.props.skeleton; <mask> <mask> return ( <mask> <div className="pane"> <mask> <LineContainerComponent globalState=...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
inspector/src/components/actionTabs/tabs/propertyGrids/meshes/skeletonPropertyGridComponent.tsx
const effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this; var world = effectiveMesh.getWorldMatrix();
<mask> <mask> var offset = 0; <mask> var instancesCount = 0; <mask> <mask> var world = this.getWorldMatrix(); <mask> if (batch.renderSelf[subMesh._id]) { <mask> world.copyToArray(instanceStorage.instancesData, offset); <mask> offset += 16; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
src/Meshes/mesh.ts
const effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
<mask> public _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, <mask> onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh { <mask> var scene ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
src/Meshes/mesh.ts
onBeforeDraw(false, effectiveMesh.getWorldMatrix(), effectiveMaterial);
<mask> } else { <mask> if (batch.renderSelf[subMesh._id]) { <mask> // Draw <mask> if (onBeforeDraw) { <mask> onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial); <mask> } <mask> <mask> this._draw(s...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
src/Meshes/mesh.ts
"playgroundId": "#QATUCH#11",
<mask> "referenceImage": "particle_helper.png" <mask> }, <mask> { <mask> "title": "Chibi Rex", <mask> "playgroundId": "#QATUCH#4", <mask> "renderCount": 50, <mask> "referenceImage": "chibi_rex.png" <mask> }, <mask> { <mask> "title": "Yeti", </s> Fix regress...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/83e38f657ad8ad5651782021224ffdf863ba9267
tests/validation/config.json
constructor(public r: number = 0, public g: number = 0, public b: number = 0, public a: number = 0) {
<mask> export class Color4 { <mask> /** <mask> * Creates a new Color4 object from the passed float values ( < 1) : red, green, blue, alpha. <mask> */ <mask> constructor(public r: number, public g: number, public b: number, public a: number) { <mask> } <mask> <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84cccf4248ff42a5d63e475eb89653eaf92e92ff
src/Math/babylon.math.ts
float computeFallOff(float value, vec2 clipSpace, float frustumEdgeFalloff) { float mask = smoothstep(1.0, 1.0 - frustumEdgeFalloff, dot(clipSpace, clipSpace)); return mix(1.0, value, mask); }
<mask> } <mask> <mask> vec3 applyEaseInOut(vec3 x){ <mask> return x * x * (3.0 - 2.0 * x); <mask> } <mask> </s> Moved computeFallOff to helperFunctions Former-commit-id: af455f3f40e0924d86d72b032c1d1d36d8811b2e </s> remove float computeFallOff(float shadow, vec2 clipSpace, float frustumEdgeFalloff) { fl...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84cccf4248ff42a5d63e475eb89653eaf92e92ff
src/Shaders/ShadersInclude/helperFunctions.fx
<mask> return dot(color, bit_shift); <mask> } <mask> #endif <mask> <mask> float computeFallOff(float shadow, vec2 clipSpace, float frustumEdgeFalloff) <mask> { <mask> float mask = smoothstep(1.0, 1.0 - frustumEdgeFalloff, dot(clipSpace, clipSpace)); <mask> return mix(1.0, shadow, mask); <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84cccf4248ff42a5d63e475eb89653eaf92e92ff
src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx
/** * Interface for the mapping from variant tag name to a mesh and material. */
<mask> interface IKHRMaterialVariantsTop { <mask> default?: string; <mask> } <mask> <mask> interface VariantMapping { <mask> mesh: AbstractMesh; <mask> materialPromise: Promise<Nullable<Material>>; <mask> material?: Material; <mask> } <mask> </s> Add more comments Former-commit-id: 2c4b7b...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84ea4d8082e3420bce025d455fd6fbe96dc04bd9
loaders/src/glTF/2.0/Extensions/KHR_materials_variants.ts
<mask> * The default variant name. <mask> */ <mask> public defaultVariant: string | undefined; <mask> <mask> /** <mask> * A list of the available variant names in this asset. <mask> */ <mask> public availableVariants: string[]; <mask> <mask> private _tagsToMap: { [key: st...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84ea4d8082e3420bce025d455fd6fbe96dc04bd9
loaders/src/glTF/2.0/Extensions/KHR_materials_variants.ts
* * @param {(string | string[])} variantName
<mask> /** <mask> * Select a variant by providing a list of variant tag names. <mask> */ <mask> public selectVariant(variantName: string | string[]) { <mask> if (variantName instanceof Array) { <mask> variantName.forEach((name) => this.selectVariantTag(name)); <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84ea4d8082e3420bce025d455fd6fbe96dc04bd9
loaders/src/glTF/2.0/Extensions/KHR_materials_variants.ts
* * @param {string} variantName
<mask> } <mask> <mask> /** <mask> * Select a variant by providing a single variant tag. <mask> */ <mask> public selectVariantTag(variantName: string) { <mask> // If the name is valid, switch all meshes to use materials defined by the tags <mask> const variantMappings = thi...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/84ea4d8082e3420bce025d455fd6fbe96dc04bd9
loaders/src/glTF/2.0/Extensions/KHR_materials_variants.ts
/** @internal */
<mask> * The interface for the physics aggregate parameters <mask> */ <mask> export interface PhysicsAggregateParameters { <mask> /** <mask> * The mass of the physics imposter <mask> */ <mask> mass: number; <mask> /** </s> @internal for created classes Former-commit-id: 76402c33d24b54...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsAggregate.ts
/** @internal */
<mask> */ <mask> export class PhysicsConstraint { <mask> /** <mask> * <mask> */ <mask> public _pluginData: any = undefined; <mask> protected _physicsPlugin: IPhysicsEnginePluginV2; </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsConstraint.ts
/** @internal */
<mask> */ <mask> export class PhysicsConstraintBallAndSocket extends PhysicsConstraint { <mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) { <mask> super(ConstraintType.BALL_AND_SOCKET, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scen...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsConstraint.ts
/** @internal */
<mask> /** <mask> * <mask> */ <mask> export class PhysicsConstraintDistance extends PhysicsConstraint { <mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) { <mask> super(ConstraintType.DISTANCE, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: ax...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsConstraint.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsConstraintHinge extends PhysicsConstraint { <mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) { <mask> super(ConstraintType.HINGE, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scene); <m...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsConstraint.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsConstraintSlider extends PhysicsConstraint { <mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) { <mask> super(ConstraintType.SLIDER, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scene); ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsConstraint.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsConstraintLock extends PhysicsConstraint { <mask> constructor(pivotA: Vector3, pivotB: Vector3, axisA: Vector3, axisB: Vector3, scene: Scene) { <mask> super(ConstraintType.LOCK, { pivotA: pivotA, pivotB: pivotB, axisA: axisA, axisB: axisB }, scene); <mas...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsConstraint.ts
/** @internal */
<mask> * Class used to control physics engine <mask> * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine <mask> */ <mask> export class PhysicsEngineV2 implements IPhysicsEngine { <mask> /** <mask> * Global value used to control the smallest number supported by the sim...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsEngineV2.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsMaterial { <mask> /** <mask> * <mask> */ <mask> public _pluginData: any = undefined; <mask> <mask> protected _physicsPlugin: IPhysicsEnginePluginV2; </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99de...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsMaterial.ts
/** @internal */
<mask> /** <mask> * <mask> */ <mask> export class PhysicsShapeSphere extends PhysicsShape { <mask> /** <mask> * <mask> * @param center <mask> * @param radius <mask> * @param scene <mask> */ </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsShapeCapsule extends PhysicsShape { <mask> /** <mask> * <mask> * @param pointA <mask> * @param pointB <mask> * @param radius </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
/** @internal */
<mask> */ <mask> export class PhysicsShapeCylinder extends PhysicsShape { <mask> /** <mask> * <mask> * @param pointA <mask> * @param pointB </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsShapeShapeBox extends PhysicsShape { <mask> /** <mask> * <mask> * @param center <mask> * @param rotation <mask> * @param extents <mask> * @param scene </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsShapeShapeConvexHull extends PhysicsShape { <mask> /** <mask> * <mask> * @param mesh <mask> * @param scene <mask> */ <mask> constructor(mesh: AbstractMesh, scene: Scene) { </s> @internal for created classes Former-commit-id: 76402c3...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
/** @internal */
<mask> */ <mask> export class PhysicsShapeShapeMesh extends PhysicsShape { <mask> /** <mask> * <mask> * @param mesh <mask> * @param scene <mask> */ </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
/** @internal */
<mask> * <mask> */ <mask> export class PhysicsShapeShapeContainer extends PhysicsShape { <mask> /** <mask> * <mask> * @param mesh <mask> * @param scene <mask> */ </s> @internal for created classes Former-commit-id: 76402c33d24b54d99f1e59aa524e72d99defed89
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/851650dc7826d110e250b69d38541fdc28a2ce9d
packages/dev/core/src/Physics/v2/physicsShape.ts
this.rebuild();
<mask> public HIGHLEVEL = false; <mask> <mask> constructor() { <mask> super(); <mask> this._keys = Object.keys(this); <mask> } <mask> } <mask> <mask> export class FurMaterial extends Material { <mask> </s> Updated Fur Material to unlimited nu...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/babylon.furMaterial.ts
#include<lightFragmentDeclaration>[0..maxSimultaneousLights]
<mask> varying vec4 vColor; <mask> #endif <mask> <mask> // Lights <mask> #ifdef LIGHT0 <mask> uniform vec4 vLightData0; <mask> uniform vec4 vLightDiffuse0; <mask> #ifdef SHADOW0 <mask> #if defined(SPOTLIGHT0) || defined(DIRLIGHT0) <mask> varying vec4 vPositionFromLight0; <mask> uniform sampler2D shadowSampl...
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https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
#include<lightsFragmentFunctions> #include<shadowsFragmentFunctions> #include<fogFragmentDeclaration> #include<clipPlaneFragmentDeclaration>
<mask> <mask> varying vec2 vFurUV; <mask> #endif <mask> <mask> // Shadows <mask> #ifdef SHADOWS <mask> <mask> float unpack(vec4 color) <mask> { <mask> const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0); <mask> return dot(color, bit_shift); <mask> } <mas...
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https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
#include<clipPlaneFragment>
<mask> } <mask> <mask> void main(void) { <mask> // Clip plane <mask> #ifdef CLIPPLANE <mask> if (fClipDistance > 0.0) <mask> discard; <mask> #endif <mask> <mask> vec3 viewDirectionW = normalize(vEyePosition - vPositionW); <mask> <mask> // Base color <mask> vec4 baseColor = furColor; <mask> vec3...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
lightingInfo info;
<mask> // Lighting <mask> vec3 diffuseBase = vec3(0., 0., 0.); <mask> float shadow = 1.; <mask> float glossiness = 0.; <mask> <mask> #include<lightFragment>[0..maxSimultaneousLights] <mask> <mask> #ifdef VERTEXALPHA </s> Updated Fur Material to unlimited number of lights Fixed Fur and Water materials se...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
float glossiness = 0.;
<mask> lightingInfo info; <mask> float shadow = 1.; <mask> <mask> #include<lightFragment>[0..maxSimultaneousLights] <mask> <mask> #ifdef VERTEXALPHA </s> Updated Fur Material to unlimited number of lights Fixed Fur and Water materials serialize / Parse Fixed Furify function (Fur Material) Polished materi...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
#include<lightFragment>[0..maxSimultaneousLights]
<mask> // Lighting <mask> vec3 diffuseBase = vec3(0., 0., 0.); <mask> float shadow = 1.; <mask> <mask> #ifdef LIGHT0 <mask> #ifdef SPOTLIGHT0 <mask> lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a); <mask> #endif <mask> #...
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https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
#include<fogFragment>
<mask> float r = vfur_length * 0.5; <mask> vec4 color = vec4(finalDiffuse * (0.5 + r), alpha); <mask> #endif <mask> <mask> #ifdef FOG <mask> float fog = CalcFogFactor(); <mask> color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor; <mask> #endif <mask> <mask> gl_FragColor = color; <mask> } </s> Upda...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.fragment.fx
<mask> #endif <mask> #ifdef VERTEXCOLOR <mask> attribute vec4 color; <mask> #endif <mask> #ifdef BONES <mask> attribute vec4 matricesIndices; <mask> attribute vec4 matricesWeights; <mask> #endif <mask> <mask> <mask> // Uniforms <mask> uniform float furLength; <mask> uniform float furAngle; </s> Updated ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
#include<bonesDeclaration>
<mask> attribute vec4 color; <mask> #endif <mask> <mask> <mask> // Uniforms <mask> uniform float furLength; <mask> uniform float furAngle; </s> Updated Fur Material to unlimited number of lights Fixed Fur and Water materials serialize / Parse Fixed Furify function (Fur Material) Polished materials :) Former...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
#include<instancesDeclaration>
<mask> #ifdef HIGHLEVEL <mask> varying vec2 vFurUV; <mask> #endif <mask> <mask> #ifdef INSTANCES <mask> attribute vec4 world0; <mask> attribute vec4 world1; <mask> attribute vec4 world2; <mask> attribute vec4 world3; <mask> #else <mask> uniform mat4 world; <mask> #endif <mask> <mask> uniform mat4 view; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
<mask> uniform mat4 diffuseMatrix; <mask> uniform vec2 vDiffuseInfos; <mask> #endif <mask> <mask> #ifdef BONES <mask> uniform mat4 mBones[BonesPerMesh]; <mask> #endif <mask> <mask> #ifdef POINTSIZE <mask> uniform float pointSize; <mask> #endif <mask> <mask> // Output </s> Updated Fur Material to unlimi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
#include<clipPlaneVertexDeclaration> #include<fogVertexDeclaration> #include<shadowsVertexDeclaration>
<mask> #ifdef VERTEXCOLOR <mask> varying vec4 vColor; <mask> #endif <mask> <mask> #ifdef CLIPPLANE <mask> uniform vec4 vClipPlane; <mask> varying float fClipDistance; <mask> #endif <mask> <mask> #ifdef FOG <mask> varying float fFogDistance; <mask> #endif <mask> <mask> #ifdef SHADOWS <mask> #if defined...
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https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
<mask> return fract(sin(x) * 43758.5453); <mask> } <mask> <mask> void main(void) { <mask> mat4 finalWorld; <mask> <mask> #ifdef INSTANCES <mask> finalWorld = mat4(world0, world1, world2, world3); <mask> #else <mask> finalWorld = world; </s> Updated Fur Material to unlimited number of lights Fixed Fur a...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
#include<instancesVertex> #include<bonesVertex>
<mask> <mask> void main(void) { <mask> mat4 finalWorld; <mask> <mask> #ifdef INSTANCES <mask> finalWorld = mat4(world0, world1, world2, world3); <mask> #else <mask> finalWorld = world; <mask> #endif <mask> <mask> #ifdef BONES <mask> mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x; <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", ...
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx
#include<clipPlaneVertex>
<mask> #endif <mask> #endif <mask> <mask> // Clip plane <mask> #ifdef CLIPPLANE <mask> fClipDistance = dot(worldPos, vClipPlane); <mask> #endif <mask> <mask> // Fog <mask> #ifdef FOG <mask> fFogDistance = (view * worldPos).z; <mask> #endif </s> Updated Fur Material to unlimited number of lights Fixe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/85a12380c3285084c0fedd1048e13758cf1c49fa
materialsLibrary/materials/fur/fur.vertex.fx