docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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v.x = this.globalTransform.m[4];
v.y = this.globalTransform.m[5];
| <mask> * return the global position of the primitive, relative to its canvas
<mask> * @param v the valid Vector2 object where the global position will be stored
<mask> */
<mask> public getGlobalPositionByRef(v: Vector2) {
<mask> v.x = this.globalTransform.m[12];
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public get invGlobalTransform(): Matrix2D {
| <mask>
<mask> /**
<mask> * Get invert of the global transformation matrix of the primitive
<mask> */
<mask> public get invGlobalTransform(): Matrix {
<mask> this._updateLocalTransform();
<mask> return this._invGlobalTransform;
<mask> }
<mask>
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public get localTransform(): Matrix2D {
| <mask>
<mask> /**
<mask> * Get the local transformation of the primitive
<mask> */
<mask> public get localTransform(): Matrix {
<mask> this._updateLocalTransform();
<mask> return this._localTransform;
<mask> }
<mask>
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public get localLayoutTransform(): Matrix2D {
| <mask> this._updateLocalTransform();
<mask> return this._localTransform;
<mask> }
<mask>
<mask> public get localLayoutTransform(): Matrix {
<mask> this._updateLocalTransform();
<mask> return this._localLayoutTransform;
<mask> }
<mask>
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this.globalTransform.transformPointToRef(intersectInfo.pickPosition, intersectInfo._globalPickPosition);
| <mask> let firstLevel = !intersectInfo._globalPickPosition;
<mask> if (firstLevel) {
<mask> // Compute the pickPosition in global space and use it to find the local position for each level down, always relative from the world to get the maximum accuracy (and speed). The other ... | [
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curChild.invGlobalTransform.transformPointToRef(intersectInfo._globalPickPosition, intersectInfo._localPickPosition);
| <mask> continue;
<mask> }
<mask>
<mask> // Must compute the localPickLocation for the children level
<mask> Vector2.TransformToRef(intersectInfo._globalPickPosition, curChild.invGlobalTransform, intersectInfo._localPickPosition);
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private static _t0: Matrix2D = new Matrix2D();
private static _t1: Matrix2D = new Matrix2D();
private static _t2: Matrix2D = new Matrix2D();
| <mask> private _changeLayoutEngine(engine: LayoutEngineBase) {
<mask> this._layoutEngine = engine;
<mask> }
<mask>
<mask> private static _t0: Matrix = new Matrix();
<mask> private static _t1: Matrix = new Matrix();
<mask> private static _t2: Matrix = new Matri... | [
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var rot = this._rotation;
var local: Matrix2D;
| <mask> if (this._isFlagSet(SmartPropertyPrim.flagPositioningDirty)) {
<mask> this._updatePositioning();
<mask> }
<mask>
<mask> var rot = Quaternion.RotationAxis(new Vector3(0, 0, 1), this._rotation);
<mask> var local: Matrix;
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<mask>
<mask> var rot = Quaternion.RotationAxis(new Vector3(0, 0, 1), this._rotation);
<mask> var local: Matrix;
<mask> let pos = this._position ? this.position : (this.layoutAreaPos || Prim2DBase._v0);
<mask> let scale = new Vector3(this._scale.x, t... | [
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let globalScale = this._scale.multiplyByFloats(postScale.x*canvasScale.x, postScale.y*canvasScale.y);
| <mask> if (this._parent instanceof Canvas2D) {
<mask> hasCanvasScale = true;
<mask> canvasScale = (this._parent as Canvas2D)._canvasLevelScale || Prim2DBase._iv3;
<mask> }
<mask> let globalScale = scale.multiplyByFloats(postSca... | [
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local = Matrix2D.Compose(globalScale, rot, new Vector2(pos.x + this._marginOffset.x, pos.y + this._marginOffset.y));
this._localTransform = local;
this._localLayoutTransform = Matrix2D.Compose(globalScale, rot, new Vector2(pos.x, pos.y));
| <mask> }
<mask> let globalScale = scale.multiplyByFloats(postScale.x*canvasScale.x, postScale.y*canvasScale.y, 1);
<mask>
<mask> if ((this._origin.x === 0 && this._origin.y === 0) || this._hasMargin) {
<mask> // ###MATRIX PART###
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// -Origin offset
let t0 = Prim2DBase._t0;
let t1 = Prim2DBase._t1;
let t2 = Prim2DBase._t2;
let as = Prim2DBase._ts0;
as.copyFrom(this.actualSize);
as.width /= postScale.x;
... | <mask> this._localTransform = local;
<mask> this._localLayoutTransform = Matrix.Compose(globalScale, rot, new Vector3(pos.x, pos.y, 0));
<mask> }
<mask> } else {
<mask> // ###MATRIX PART###
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this._localLayoutTransform = Matrix2D.Compose(globalScale, rot, pos);
| <mask> Matrix2D.ScalingToRef(canvasScale.x, canvasScale.y, Prim2DBase._t1);
<mask> this._localTransform.multiplyToRef(Prim2DBase._t1, this._localTransform);
<mask> }
<mask> }
<mask>
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private static _transMtx = Matrix2D.Zero();
| <mask> }
<mask> return false;
<mask> }
<mask>
<mask> private static _transMtx = Matrix.Zero();
<mask> private static _transTT = Transform2D.Zero();
<mask>
<mask> @logMethod()
<mask> protected updateCachedStates(recurse: boolean) {
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let globalTransform = this._parent ? this._parent._globalTransform : null;
| <mask> let parentDirty = (this._parent != null) ? (this._parent._globalTransformStep !== this._parentTransformStep) : false;
<mask>
<mask> // Check if we have to update the globalTransform
<mask> if (!this._globalTransform || localDirty || parentDirty || parentPaddin... | [
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let localTransform: Matrix2D;
Prim2DBase._transMtx.copyFrom(this._localTransform);
Prim2DBase._transMtx.m[4] += parentPaddingOffset.x;
Prim2DBase._transMtx.m[5] += parentPaddingOffset.y;
localTransform = Prim2DBase._... | <mask> //###MATRIX PART###
<mask> {
<mask> let globalTransform = this._parent ? this._parent._globalTransform : null;
<mask>
<mask> let localTransform: Matrix;
<mask> Prim2DBase._transMtx.copyFrom(this... | [
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this._globalTransform = this._parent ? localTransform.multiply(globalTransform) : localTransform.clone();
| <mask> Prim2DBase._transMtx.m[12] += parentPaddingOffset.x;
<mask> Prim2DBase._transMtx.m[13] += parentPaddingOffset.y;
<mask> localTransform = Prim2DBase._transMtx;
<mask>
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this._invGlobalTransform = Matrix2D.Invert(this._globalTransform);
| <mask> localTransform = Prim2DBase._transMtx;
<mask>
<mask> this._globalTransform = this._parent ? localTransform.multiply(globalTransform) : localTransform.clone();
<mask>
<mask> this._invGlobalTransform = Matrix.Invert(this._globalTransfor... | [
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bi.transformToRef(Matrix2D.Rotation(this.rotation), tbi);
| <mask> let transformedBSize = Prim2DBase._size3;
<mask> let bSize = Prim2DBase._size4;
<mask> let bi = this.boundingInfo;
<mask> let tbi = Prim2DBase._tbi;
<mask> bi.transformToRef(Matrix.RotationZ(this.rotation), tbi);
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protected _localTransform: Matrix2D;
protected _localLayoutTransform: Matrix2D;
protected _globalTransform: Matrix2D;
protected _invGlobalTransform: Matrix2D;
| <mask> // Stores the previous
<mask> protected _globalTransformProcessStep: number;
<mask> protected _prepareProcessStep: number;
<mask> protected _updateCachesProcessStep: number;
<mask> protected _localTransform: Matrix;
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if (val instanceof Matrix2D) {
throw new Error("Matrix2D type is not supported by WebGL Instance Buffer, you have to use four Vector4 properties instead");
| <mask> this.size = 16;
<mask> this.dataType = ShaderDataType.Vector4;
<mask> return;
<mask> }
<mask> if (val instanceof Matrix) {
<mask> throw new Error("Matrix type is not supported by WebGL Instance Buffer, you have to use f... | [
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<mask> let v = <number>val;
<mask> array[offset] = v;
<mask> break;
<mask> }
<mask> case ShaderDataType.Matrix:
<mask> {
<mask> let v = <Matrix>val;
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private static _s = Vector2.Zero();
| <mask> return true;
<mask> }
<mask>
<mask> private static _uV = new Vector2(1, 1);
<mask> private static _s = Vector3.Zero();
<mask> private static _r = Quaternion.Identity();
<mask> private static _t = Vector3.Zero();
<mask> private static _iV3 = new... | [
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private static _t = Vector2.Zero();
private static _iV2 = new Vector2(1, 1); // Must stay identity vector3
| <mask>
<mask> private static _uV = new Vector2(1, 1);
<mask> private static _s = Vector3.Zero();
<mask> private static _r = Quaternion.Identity();
<mask> private static _t = Vector3.Zero();
<mask> private static _iV3 = new Vector3(1, 1, 1); // Must stay identity vector3
<... | [
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<mask> */
<mask> protected updateInstanceDataPart(part: InstanceDataBase, positionOffset: Vector2 = null) {
<mask> let t = this._globalTransform.multiply(this.renderGroup.invGlobalTransform); // Compute the transformation into the renderGroup's space
<mask> let scl = Rend... | [
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let rot = t.decompose(scl, trn);
| <mask> let t = this._globalTransform.multiply(this.renderGroup.invGlobalTransform); // Compute the transformation into the renderGroup's space
<mask> let scl = RenderablePrim2D._s;
<mask> let rot = RenderablePrim2D._r;
<mask> let trn = RenderablePrim2D._t;
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t = Matrix2D.Compose(this.applyActualScaleOnTransform() ? scl : RenderablePrim2D._iV2, rot, trn);
| <mask> let pas = this.actualScale;
<mask> let canvasScale = this.owner._canvasLevelScale;
<mask> scl.x = pas.x * canvasScale.x * this._postScale.x;
<mask> scl.y = pas.y * canvasScale.y * this._postScale.y;
<mask> scl.z = 1;
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offX = positionOffset.x * t.m[0] + positionOffset.y * t.m[2];
offY = positionOffset.x * t.m[1] + positionOffset.y * t.m[3];
| <mask> let offY = 0;
<mask>
<mask> // If there's an offset, apply the global transformation matrix on it to get a global offset
<mask> if (positionOffset) {
<mask> offX = positionOffset.x * t.m[0] + positionOffset.y * t.m[4];
<mask> offY = posit... | [
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let tx = new Vector4(t.m[0] * 2 / w, t.m[2] * 2 / w, 0, ((t.m[4] + offX) * 2 / w) - 1);
let ty = new Vector4(t.m[1] * 2 / h, t.m[3] * 2 / h, 0, ((t.m[5] + offY) * 2 / h) - 1);
| <mask> let w = size.width;
<mask> let h = size.height;
<mask> let invZBias = 1 / zBias;
<mask>
<mask> let tx = new Vector4(t.m[0] * 2 / w, t.m[4] * 2 / w, 0, ((t.m[12] + offX) * 2 / w) - 1);
<mask> let ty = new Vector4(t.m[1] * 2 / h, t.m[5] * 2 / h, 0,... | [
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var t = Matrix2D.Compose(new Vector2(fill.scale, fill.scale), fill.rotation, new Vector2(fill.translation.x, fill.translation.y));
| <mask> d.fillSolidColor = fill.color;
<mask> } else if (fill instanceof GradientColorBrush2D) {
<mask> d.fillGradientColor1 = fill.color1;
<mask> d.fillGradientColor2 = fill.color2;
<mask> var t = Ma... | [
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let ty = new Vector4(t.m[1], t.m[3], 0, t.m[5]);
| <mask> d.fillGradientColor1 = fill.color1;
<mask> d.fillGradientColor2 = fill.color2;
<mask> var t = Matrix.Compose(new Vector3(fill.scale, fill.scale, fill.scale), Quaternion.RotationAxis(new Vector3(0, 0, 1), fill.rotation), new Vector3(fill.t... | [
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var t = Matrix2D.Compose(new Vector2(border.scale, border.scale), border.rotation, new Vector2(border.translation.x, border.translation.y));
| <mask> d.borderSolidColor = border.color;
<mask> } else if (border instanceof GradientColorBrush2D) {
<mask> d.borderGradientColor1 = border.color1;
<mask> d.borderGradientColor2 = border.color2;
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let ty = new Vector4(t.m[1], t.m[3], 0, t.m[5]);
| <mask> d.borderGradientColor1 = border.color1;
<mask> d.borderGradientColor2 = border.color2;
<mask> var t = Matrix.Compose(new Vector3(border.scale, border.scale, border.scale), Quaternion.RotationAxis(new Vector3(0, 0, 1), border.rotation), ne... | [
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public static Zero(): Matrix2D {
return new Matrix2D();
| <mask> * A 2D Vector representing the scale to apply at the origin
<mask> */
<mask> public scale: Vector2;
<mask>
<mask> constructor() {
<mask> this.translation = Vector2.Zero();
<mask> this.rotation = 0;
<mask> this.scale = new Vector2(1, 1... | [
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public static FromValuesToRef(m0: number, m1: number, m2: number, m3: number, m4: number, m5: number, result: Matrix2D) {
result.m[0] = m0; result.m[1] = m1;
result.m[2] = m2; result.m[3] = m3;
result.m[4] = m4; result.m[5] = m5;
| <mask> this.translation = Vector2.Zero();
<mask> this.rotation = 0;
<mask> this.scale = new Vector2(1, 1);
<mask> }
<mask>
<mask> /**
<mask> * Set the Transform2D object with the given values
<mask> * @param translation The translation to se... | [
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public static FromMatrix(source: Matrix): Matrix2D {
let result = new Matrix2D();
Matrix2D.FromMatrixToRef(source, result);
return result;
| <mask> this.rotation = rotation;
<mask> this.scale.copyFrom(scale);
<mask> }
<mask>
<mask> /**
<mask> * Set the Transform2D object from float values
<mask> * @param transX The translation on X axis, nothing is set if not specified
<mask> * @par... | [
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public static FromMatrixToRef(source: Matrix, result: Matrix2D) {
result.m[0] = source.m[0]; result.m[1] = source.m[1];
result.m[2] = source.m[4]; result.m[3] = source.m[5];
result.m[4] = source.m[8]; result.m[5] = source.m[9];
| <mask>
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Convert a given degree angle into its radian equivalent
<mask> * @param angleDegree the number to convert
<mask> */
<mask> public static ToRadian(angleDegree: number): number {
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public static Rotation(angle: number): Matrix2D {
var result = new Matrix2D();
| <mask> public static ToRadian(angleDegree: number): number {
<mask> return angleDegree * Math.PI * 2 / 360;
<mask> }
<mask>
<mask> /**
<mask> * Create a new instance and returns it
<mask> * @param translation The translation to store, default is (0,0)
<mask... | [
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Matrix2D.RotationToRef(angle, result);
| <mask> if (scale) {
<mask> res.scale.copyFrom(scale);
<mask> }
<mask>
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Set the given Transform2D object with the given values
<mask> * @param translation The translatio... | [
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return result;
| <mask>
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Set the given Transform2D object with the given values
<mask> * @param translation The translation to store, default is (0,0)
<mask> * @param rotation The rotation to store, default is 0
<mask... | [
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public static RotationToRef(angle: number, result: Matrix2D): void {
var s = Math.sin(angle);
var c = Math.cos(angle);
| <mask> res.scale.copyFromFloats(1, 1);
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * Create a Transform2D object from float values
<mask> * @param transX The translation on X axis, 0 per default
<mask> * @param transY The translation on Y ax... | [
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result.m[0] = c; result.m[1] = s;
result.m[2] = -s; result.m[3] = c;
result.m[4] = 0; result.m[5] = 0;
| <mask> if (scaleY) {
<mask> res.scale.y = scaleY;
<mask> }
<mask>
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Set the given Transform2D object with the given float values
<mask> * @param transX The translation o... | [
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public static Translation(x: number, y: number): Matrix2D {
var result = new Matrix2D();
| <mask>
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Set the given Transform2D object with the given float values
<mask> * @param transX The translation on X axis, 0 per default
<mask> * @param transY The translation on Y axis, 0 per default
<ma... | [
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Matrix2D.TranslationToRef(x, y, result);
| <mask> res.scale.x = (scaleX!=null) ? scaleX : 1;
<mask> res.scale.y = (scaleY!=null) ? scaleY : 1;
<mask> }
<mask>
<mask> /**
<mask> * Create a Transform2D containing only Zeroed values
<mask> */
<mask> public static Zero():... | [
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return result;
| <mask> res.scale.copyFromFloats(0, 0);
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Copy the value of the other object into 'this'
<mask> * @param other The other object to copy values from
<mask> */
<mask> public copyFrom(ot... | [
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public static TranslationToRef(x: number, y: number, result: Matrix2D): void {
result.m[0] = 1; result.m[1] = 0;
result.m[2] = 0; result.m[3] = 1;
result.m[4] = x; result.m[5] = y;
| <mask> this.rotation = other.rotation;
<mask> this.scale.copyFrom(other.scale);
<mask> }
<mask>
<mask> public toMatrix2D(): Matrix2D {
<mask> let res = new Matrix2D();
<mask> this.toMatrix2DToRef(res);
<mask> return res;
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public static Scaling(x: number, y: number): Matrix2D {
var result = new Matrix2D();
| <mask> this.toMatrix2DToRef(res);
<mask> return res;
<mask> }
<mask>
<mask> public toMatrix2DToRef(res: Matrix2D) {
<mask> let tx = this.translation.x;
<mask> let ty = this.translation.y;
<mask> let r = this.rotation;
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Matrix2D.ScalingToRef(x, y, result);
| <mask> let sinr = Math.sin(r);
<mask> let sx = this.scale.x;
<mask> let sy = this.scale.y;
<mask>
<mask> res.m[0] = cosr * sx; res.m[1] = sinr * sy;
<mask> res.m[2] = -sinr* sx; res.m[3] = cosr * sy;
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return result;
| <mask> res.m[2] = -sinr* sx; res.m[3] = cosr * sy;
<mask> res.m[4] = tx; res.m[5] = ty;
<mask> }
<mask>
<mask> /**
<mask> * In place transformation from a parent matrix.
<mask> * @param parent transform object. "this" will be the result of par... | [
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public static ScalingToRef(x: number, y: number, result: Matrix2D): void {
result.m[0] = x; result.m[1] = 0;
result.m[2] = 0; result.m[3] = y;
result.m[4] = 0; result.m[5] = 0;
| <mask> this.multiplyToRef(parent, res);
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Transform a point and store the result in the very same object
<mask> * @param p Transform this point and change the values with the transformed ones
<mask> ... | [
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public m = new Float32Array(6);
| <mask> public transformPointInPlace(p: Vector2) {
<mask> this.transformPointToRef(p, p);
<mask> }
<mask>
<mask> /**
<mask> * Transform a point and store the result into a reference object
<mask> * @param p The point to transform
<mask> * @param res... | [
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public static Identity(): Matrix2D {
let res = new Matrix2D();
Matrix2D.IdentityToRef(res);
return res;
| <mask> public transformPointToRef(p: Vector2, res: Vector2) {
<mask> this.transformFloatsToRef(p.x, p.y, res);
<mask> }
<mask>
<mask> /**
<mask> * Transform this object with a parent and store the result in reference object
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public static IdentityToRef(res: Matrix2D) {
res.m[1] = res.m[2] = res.m[4] = res[5] = 0;
res.m[0] = res.m[3] = 1;
| <mask> this.scale.multiplyToRef(parent.scale, result.scale);
<mask> result.rotation = this.rotation;
<mask> }
<mask>
<mask> /**
<mask> * Transform the given coordinates and store the result in a Vector2 object
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public static FromQuaternion(quaternion: Quaternion): Matrix2D {
let result = new Matrix2D();
Matrix2D.FromQuaternionToRef(quaternion, result);
return result;
| <mask> res.x = (((x * cosr) - (y * sinr)) * sx) + tx;
<mask> res.y = (((x * sinr) + (y * cosr)) * sy) + ty;
<mask> }
<mask>
<mask> /**
<mask> * Invert transform the given coordinates and store the result in a reference object. res = invert(this) * (x,y)
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public static FromQuaternionToRef(quaternion: Quaternion, result: Matrix2D) {
var xx = quaternion.x * quaternion.x;
var yy = quaternion.y * quaternion.y;
var zz = quaternion.z * quaternion.z;
var xy = quaternion.x * quaternion.y;
var zw = quaterni... | <mask> res.x = (((px * cosr) - (py * sinr)) * psx);
<mask> res.y = (((px * sinr) + (py * cosr)) * psy);
<mask> }
<mask>
<mask> /**
<mask> * Transform a point and return the result
<mask> * @param p the point to transform
<mask> */
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result.m[0] = 1.0 - (2.0 * (yy + zz));
result.m[1] = 2.0 * (xy + zw);
//result.m[2] = 2.0 * (zx - yw);
//result.m[3] = 0;
result.m[2] = 2.0 * (xy - zw);
result.m[3] = 1.0 - (2.0 * (zz + xx));
//result.m[6] = 2.0 * (yz + xw);
... | <mask> this.transformPointToRef(p, res);
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Transform the given coordinates and return the result in a Vector2 object
<mask> * @param x The X coordinate to transform
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public static Compose(scale: Vector2, rotation: number, translation: Vector2): Matrix2D {
var result = Matrix2D.Scaling(scale.x, scale.y);
| <mask> this.transformFloatsToRef(x, y, res);
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Invert transform a given point and store the result in the very same object. p = invert(this) * p
<mask> * @param p Transform this point and change the va... | [
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var rotationMatrix = Matrix2D.Rotation(rotation);
result = result.multiply(rotationMatrix);
| <mask> public invertTransformPointInPlace(p: Vector2) {
<mask> this.invertTransformPointToRef(p, p);
<mask> }
<mask>
<mask> /**
<mask> * Invert transform a given point and store the result in a reference object. res = invert(this) * p
<mask> * @param p Trans... | [
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result.setTranslation(translation);
| <mask> public invertTransformPointToRef(p: Vector2, res: Vector2) {
<mask> this.invertTransformFloatsToRef(p.x, p.y, res);
<mask> }
<mask>
<mask> /**
<mask> * Invert transform a given point and return the result. return = invert(this) * p
<mask> * @param p T... | [
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return result;
| <mask> this.invertTransformPointToRef(p, res);
<mask> return res;
<mask> }
<mask>
<mask> /**
<mask> * Invert transform the given coordinates and return the result. return = invert(this) * (x,y)
<mask> * @param x The X coordinate to transform
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<mask> let res = Vector2.Zero();
<mask> this.invertTransformFloatsToRef(x, y, res);
<mask> return res;
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * A class storing a Matrix for 2D transformations
<mask> * The stored matrix is a 2*3 Matrix
<mask> ... | [
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public static Invert(source: Matrix2D): Matrix2D {
let result = new Matrix2D();
source.invertToRef(result);
return result;
| <mask> return res;
<mask> }
<mask> }
<mask>
<mask> /**
<mask> * A class storing a Matrix for 2D transformations
<mask> * The stored matrix is a 2*3 Matrix
<mask> * I [0,1] [mX, mY] R [ CosZ, SinZ] T [ 0, 0] S [Sx, 0]
<mask> * D = [2,3] = [nX, nY... | [
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public clone(): Matrix2D {
let result = new Matrix2D();
result.copyFrom(this);
return result;
| <mask> Matrix2D.IdentityToRef(res);
<mask> return res;
<mask> }
<mask>
<mask> public static IdentityToRef(res: Matrix2D) {
<mask> res.m[1] = res.m[2] = res.m[4] = res.m[5] = 0;
<mask> res.m[0] = res.m[3] = 1;
<mask> }
<mask>
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public getTranslation(): Vector2 {
return new Vector2(this.m[4], this.m[5]);
}
public setTranslation(translation: Vector2) {
this.m[4] = translation.x;
this.m[5] = translation.y;
}
| <mask> this.m[i] = other.m[i];
<mask> }
<mask> }
<mask>
<mask> public determinant(): number {
<mask> return this.m[0] * this.m[3] - this.m[1] * this.m[2];
<mask> }
<mask>
<mask> public invertToThis() {
</s> Canvas2D: switch to Matrix2D
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return this.m[0] * this.m[3] - this.m[1] * this.m[2];
| <mask> }
<mask> }
<mask>
<mask> public determinant(): number {
<mask> return (this.m[0] * this.m[3]) - (this.m[1] * this.m[2]);
<mask> }
<mask>
<mask> public invertToThis() {
<mask> this.invertToRef(this);
<mask> }
</s> Canvas2D: s... | [
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// http://mathworld.wolfram.com/MatrixInverse.html
| <mask> return res;
<mask> }
<mask>
<mask> public invertToRef(res: Matrix2D) {
<mask> let l0 = this.m[0]; let l1 = this.m[1];
<mask> let l2 = this.m[2]; let l3 = this.m[3];
<mask> let l4 = this.m[4]; let l5 = this.m[5];
</s> Canvas2D: switch to Mat... | [
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let l0 = this.m[0]; let l1 = this.m[1];
let l2 = this.m[2]; let l3 = this.m[3];
let l4 = this.m[4]; let l5 = this.m[5];
| <mask> return res;
<mask> }
<mask>
<mask> public invertToRef(res: Matrix2D) {
<mask> let a00 = this.m[0], a01 = this.m[1],
<mask> a10 = this.m[2], a11 = this.m[3],
<mask> a20 = this.m[4], a21 = this.m[5];
<mask>
<mask> let de... | [
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let det = this.determinant();
if (det < (Epsilon * Epsilon)) {
| <mask> let a00 = this.m[0], a01 = this.m[1],
<mask> a10 = this.m[2], a11 = this.m[3],
<mask> a20 = this.m[4], a21 = this.m[5];
<mask>
<mask> let det21 = a21 * a10 - a11 * a20;
<mask>
<mask> let det = (a00 * a11) - (a01 * a10);
<mask> ... | [
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let detDiv = 1 / det;
let det4 = l2 * l5 - l3 * l4;
let det5 = l1 * l4 - l0 * l5;
| <mask> if (det < (Epsilon*Epsilon)) {
<mask> throw new Error("Can't invert matrix, near null determinant");
<mask> }
<mask>
<mask> det = 1 / det;
<mask>
<mask> res.m[0] = a11 * det;
<mask> res.m[1] = -a01 * det;
<mask> re... | [
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res.m[0] = l3 * detDiv; res.m[1] = -l1 * detDiv;
res.m[2] = -l2 * detDiv; res.m[3] = l0 * detDiv;
res.m[4] = det4 * detDiv; res.m[5] = det5 * detDiv;
| <mask> }
<mask>
<mask> det = 1 / det;
<mask>
<mask> res.m[0] = a11 * det;
<mask> res.m[1] = -a01 * det;
<mask> res.m[2] = -a10 * det;
<mask> res.m[3] = a00 * det;
<mask> res.m[4] = det21 * det;
<mask> res.m[5] = ... | [
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let l0 = this.m[0]; let l1 = this.m[1];
let l2 = this.m[2]; let l3 = this.m[3];
let l4 = this.m[4]; let l5 = this.m[5];
let r0 = other.m[0]; let r1 = other.m[1];
let r2 = other.m[2]; let r3 = other.m[3];
let r4 = other.m[4]... | <mask> return res;
<mask> }
<mask>
<mask> public multiplyToRef(other: Matrix2D, result: Matrix2D) {
<mask> var tm0 = this.m[0];
<mask> var tm1 = this.m[1];
<mask> //var tm2 = this.m[2];
<mask> //var tm3 = this.m[3];
<mask> ... | [
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private static _decomp: Matrix2D = new Matrix2D();
public decompose(scale: Vector2, translation: Vector2): number {
translation.x = this.m[4];
translation.y = this.m[5];
scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1]);
scale.y =... | <mask> public transformPointToRef(p: Vector2, r: Vector2) {
<mask> this.transformFloatsToRef(p.x, p.y, r);
<mask> }
<mask>
<mask> public m = new Float32Array(6);
<mask> }
<mask>
<mask> /**
<mask> * Stores information about a 2D Triangle.
<mask> * This cl... | [
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public transformInPlace(transform: Matrix2D) {
transform.transformPointToRef(this.a, this.a);
transform.transformPointToRef(this.b, this.b);
transform.transformPointToRef(this.c, this.c);
//Vector2.TransformToRef(this.a, transform, this.a);
//Vect... | <mask>
<mask> this._updateCenterRadius();
<mask> }
<mask>
<mask> public transformInPlace(transform: Matrix) {
<mask> Vector2.TransformToRef(this.a, transform, this.a);
<mask> Vector2.TransformToRef(this.b, transform, this.b);
<mask> Vector2.Trans... | [
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public transformAndStoreToTri2DInfo(index: number, tri2dInfo: Tri2DInfo, transform: Matrix2D) {
| <mask> * @param index The index to store the result to
<mask> * @param tri2dInfo The triangle to transform
<mask> * @param transform The transformation matrix
<mask> */
<mask> public transformAndStoreToTri2DInfo(index: number, tri2dInfo: Tri2DInfo, transform: Matrix) {
... | [
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public static doesIntersect(setA: Tri2DArray, setB: Tri2DArray, bToATransform: Matrix2D): boolean {
| <mask> * @param setA The first set of triangles
<mask> * @param setB The second set of triangles
<mask> * @param bToATransform The transformation matrix to transform the setB triangles into the frame of reference of the setA
<mask> */
<mask> public static doesIntersect(s... | [
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this._light._markMeshesAsLightDirty();
| <mask> if (this._shadowMaxZ === value || value < this._scene.activeCamera.minZ || value > this._scene.activeCamera.maxZ) {
<mask> return;
<mask> }
<mask> this._shadowMaxZ = value;
<mask> this._breaksAreDirty = true;
<mask> }
<mask>
<mask> protected _debug = f... | [
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private _cascadeBlendPercentage: number = 0.1;
public get cascadeBlendPercentage(): number {
return this._cascadeBlendPercentage;
}
public set cascadeBlendPercentage(value: number) {
this._cascadeBlendPercentage = value;
this._light._markMeshesAsLightDirty();
}
| <mask> /**
<mask> * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
<mask> * It defaults to 0.1 (10% blending).
<mask> */
<mask> public cascadeBlendPercentage: number = 0.1;
<mask>
<mask> private _lambda = 0.5;
<mask>
<mask> /**
<mask> ... | [
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if (this.cascadeBlendPercentage === 0) {
defines["SHADOWCSMNOBLEND" + lightIndex] = true;
}
| <mask> }
<mask>
<mask> if (this.useContactHardeningShadow) {
<mask> defines["SHADOWPCSS" + lightIndex] = true;
<mask> if (this._filteringQuality === CascadedShadowGenerator.QUALITY_LOW) {
<mask> defines["SHADOWLOWQUALITY" + lightIndex] = true;
</s> Optimiz... | [
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defines["SHADOWCSMNOBLEND" + lightIndex] = false;
| <mask> defines["SHADOWCSMDEBUG" + lightIndex] = false;
<mask> defines["SHADOWCSMNUM_CASCADES" + lightIndex] = false;
<mask> defines["SHADOWCSMUSESHADOWMAXZ" + lightIndex] = false;
<mask> defines["SHADOWPCF" + lightIndex] = false;
<mask> defines["SHADOWPCSS" + lightIndex] = f... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121 | src/Materials/materialHelper.ts |
defines["SHADOWCSMNOBLEND" + index] = false;
| <mask> defines["SHADOWCSMNUM_CASCADES" + index] = false;
<mask> defines["SHADOWCSMUSESHADOWMAXZ" + index] = false;
<mask> defines["SHADOWPCF" + index] = false;
<mask> defines["SHADOWPCSS" + index] = false;
<mask> defines["SHADOWPOISSON... | [
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<mask> #ifdef SHADOWCSMUSESHADOWMAXZ{X}
<mask> if (index{X} >= 0)
<mask> #endif
<mask> {
<mask> float frustumLength = frustumLengths{X}[index{X}];
<mask> #if defined(SHADOWPCF{X})
<mask> #if defined(SHADOWLOWQUALI... | [
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#ifndef SHADOWCSMNOBLEND{X}
float frustumLength = frustumLengths{X}[index{X}];
float diffRatio = clamp(diff{X} / frustumLength, 0., 1.) * cascadeBlendFactor{X};
if (index{X} < (SHADOWCSMNUM_CASCADES{X} - 1) && diffRatio < 1.)
... | <mask> #ifdef SHADOWCSMDEBUG{X}
<mask> shadowDebug{X} = vec3(shadow) * vCascadeColorsMultiplier{X}[index{X}];
<mask> #endif
<mask>
<mask> float diffRatio = clamp(diff{X} / frustumLength, 0., 1.) * cascadeBlendFactor{X};
<mask> if... | [
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nextShadow = computeShadowCSM(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
| <mask> nextShadow = computeShadowWithCSMPCF1(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
<mask> #elif defined(SHADOWMEDIUMQUALITY{X})
<mask> ... | [
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<mask> nextShadow = computeShadowWithCSMPCF3(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.yz, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
<mask> #else
<mask> nex... | [
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shadow = mix(nextShadow, shadow, diffRatio);
#ifdef SHADOWCSMDEBUG{X}
shadowDebug{X} = mix(vec3(nextShadow) * vCascadeColorsMultiplier{X}[index{X}], shadowDebug{X}, diffRatio);
#endif
}
... | <mask> #else
<mask> nextShadow = computeShadowCSM(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
<mask> #endif
<mask>
<mask> shadow =... | [
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ActionEvent.CreateNew = function (source) { | <mask> this.pointerY = pointerY;
<mask> this.meshUnderPointer = meshUnderPointer;
<mask> this.sourceEvent = sourceEvent;
<mask> }
<mask> ActionEvent.CreateNew = function (source, sourceEvent) {
<mask> var scene = source.getScene();
<mask> ... | [
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return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer); | <mask> this.sourceEvent = sourceEvent;
<mask> }
<mask> ActionEvent.CreateNew = function (source, sourceEvent) {
<mask> var scene = source.getScene();
<mask> return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, sourceEvent);
<mas... | [
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public static CreateNew(source: AbstractMesh): ActionEvent { | <mask> constructor(public source: AbstractMesh, public pointerX: number, public pointerY: number, public meshUnderPointer: AbstractMesh, public sourceEvent?: any) {
<mask>
<mask> }
<mask>
<mask> public static CreateNew(source: AbstractMesh, sourceEvent?: Event): ActionEvent {
... | [
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return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer); | <mask> }
<mask>
<mask> public static CreateNew(source: AbstractMesh, sourceEvent?: Event): ActionEvent {
<mask> var scene = source.getScene();
<mask> return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, sourceEvent);
<mask> }
<mas... | [
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scene.cameras.push(this);
| <mask> this._projectionMatrix = new BABYLON.Matrix();
<mask> this._postProcesses = new Array();
<mask> this._postProcessesTakenIndices = [];
<mask>
<mask> scene.addCamera(this);
<mask>
<mask> if (!scene.activeCamera) {
<mask> scene.ac... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Cameras/babylon.camera.js |
var index = this.getScene().cameras.indexOf(this);
this.getScene().cameras.splice(index, 1);
| <mask> };
<mask>
<mask> Camera.prototype.dispose = function () {
<mask> // Remove from scene
<mask> this.getScene().removeCamera(this);
<mask>
<mask> for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
<mask> this._postProcesse... | [
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"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Cameras/babylon.camera.js |
scene.cameras.push(this); | <mask>
<mask> constructor(name: string, public position: Vector3, scene: Scene) {
<mask> super(name, scene);
<mask>
<mask> scene.addCamera(this);
<mask>
<mask> if (!scene.activeCamera) {
<mask> scene.activeCamera = this;
<mask> }
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Cameras/babylon.camera.ts |
var index = this.getScene().cameras.indexOf(this);
this.getScene().cameras.splice(index, 1); | <mask> }
<mask>
<mask> public dispose(): void {
<mask> // Remove from scene
<mask> this.getScene().removeCamera(this);
<mask>
<mask> // Postprocesses
<mask> for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Cameras/babylon.camera.ts |
//# sourceMappingURL=babylon.boundingBox.js.map
| <mask> return BoundingBox;
<mask> })();
<mask> BABYLON.BoundingBox = BoundingBox;
<mask> })(BABYLON || (BABYLON = {}));
<mask> //# sourceMappingURL=babylon.BoundingBox.js.map
</s> Revert "Async Native JS Events"
This reverts commit f129bdbb664cfb7f966a115abf36c317f026fd21 [formerly 33f9bd415ad4fb... | [
"keep",
"keep",
"keep",
"keep",
"replace"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Culling/babylon.boundingBox.js |
scene.lights.push(this);
| <mask> this.excludedMeshes = new Array();
<mask> this._excludedMeshesIds = new Array();
<mask> this._includedOnlyMeshesIds = new Array();
<mask>
<mask> scene.addLight(this);
<mask> }
<mask> Light.prototype.getShadowGenerator = function () {
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Lights/babylon.light.js |
var index = this.getScene().lights.indexOf(this);
this.getScene().lights.splice(index, 1);
| <mask> this._shadowGenerator = null;
<mask> }
<mask>
<mask> // Remove from scene
<mask> this.getScene().removeLight(this);
<mask> };
<mask> return Light;
<mask> })(BABYLON.Node);
<mask> BABYLON.Light = Light;
<mask> })(BABYLON || (BA... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Lights/babylon.light.js |
scene.lights.push(this); | <mask>
<mask> constructor(name: string, scene: Scene) {
<mask> super(name, scene);
<mask>
<mask> scene.addLight(this);
<mask> }
<mask>
<mask> public getShadowGenerator(): ShadowGenerator {
<mask> return this._shadowGenerator;
<mask> }
</s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Lights/babylon.light.ts |
var index = this.getScene().lights.indexOf(this);
this.getScene().lights.splice(index, 1); | <mask> this._shadowGenerator = null;
<mask> }
<mask>
<mask> // Remove from scene
<mask> this.getScene().removeLight(this);
<mask> }
<mask> }
<mask> } </s> Revert "Async Native JS Events"
This reverts commit f129bdbb664cfb7f966a115abf36c317f026fd... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Lights/babylon.light.ts |
scene.meshes.push(this); | <mask> this._isDisposed = false;
<mask> this._renderId = 0;
<mask> this._intersectionsInProgress = new Array();
<mask>
<mask> scene.addMesh(this);
<mask> }
<mask> Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
<mask> get: ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Mesh/babylon.abstractMesh.js |
var index = this.getScene().meshes.indexOf(this);
if (index != -1) {
// Remove from the scene if mesh found
this.getScene().meshes.splice(index, 1);
} | <mask> // SubMeshes
<mask> this.releaseSubMeshes();
<mask>
<mask> // Remove from scene
<mask> this.getScene().removeMesh(this);
<mask>
<mask> if (!doNotRecurse) {
<mask> for (var index = 0; index < this.getScene().particleSystems.leng... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac | Babylon/Mesh/babylon.abstractMesh.js |
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