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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]; <mas...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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> <mask> public get...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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> <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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; <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
<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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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### <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
// -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### <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/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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> <mask> this.clearPropertiesDirt...
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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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> <mask> this._globalTransform = this._parent ?...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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; <mask> protected _localLayoutTransform: Ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.prim2dBase.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
<mask> let v = <number>val; <mask> array[offset] = v; <mask> break; <mask> } <mask> case ShaderDataType.Matrix: <mask> { <mask> let v = <Matrix>val; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
<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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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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; <mask> t = Matrix....
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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,...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.renderablePrim2d.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.shape2d.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.shape2d.ts
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; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.shape2d.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Engine/babylon.shape2d.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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 { <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "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/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "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/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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():...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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; <mask> res.m[4] = tx; res.m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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 <mask> * @param parent The parent ...
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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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 <mask> * @param x The X coordinate to transf...
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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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) <mask> ...
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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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> */ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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 <mask> * @param y The Y co...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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 <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
<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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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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https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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 ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
// 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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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] = ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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> ...
[ "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/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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) { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f3268821e5df395cf6a81f592edcf595938a0b7
canvas2D/src/Tools/babylon.math2D.ts
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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Lights/Shadows/cascadedShadowGenerator.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Lights/Shadows/cascadedShadowGenerator.ts
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...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Lights/Shadows/cascadedShadowGenerator.ts
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Materials/materialHelper.ts
<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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Shaders/ShadersInclude/lightFragment.fx
#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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Shaders/ShadersInclude/lightFragment.fx
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Shaders/ShadersInclude/lightFragment.fx
<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...
[ "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/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Shaders/ShadersInclude/lightFragment.fx
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 =...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f5cc8f5653b19efd177a4419c924dd8164fa121
src/Shaders/ShadersInclude/lightFragment.fx
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac
Babylon/Actions/babylon.actionManager.js
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac
Babylon/Actions/babylon.actionManager.js
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 { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac
Babylon/Actions/babylon.actionManager.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/9f8710b6e07e8cdcf23f0b331429293025585bac
Babylon/Actions/babylon.actionManager.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "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