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public static ReleaseCachedFontTexture(scene: Scene, fontName: string, supersample: boolean = false) {
<mask> <mask> return ft; <mask> } <mask> <mask> public static ReleaseCachedFontTexture(scene: Scene, fontName: string) { <mask> let s = <any>scene; <mask> let dic = <StringDictionary<FontTexture>>s.__fontTextureCache__; <mask> if (!dic) { <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
let lfn = fontName.toLocaleLowerCase() + (supersample ? "_+SS" : "_-SS");
<mask> if (!dic) { <mask> return; <mask> } <mask> <mask> let lfn = fontName.toLocaleLowerCase(); <mask> var font = dic.get(lfn); <mask> if (--font._usedCounter === 0) { <mask> dic.remove(lfn); <mask> fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
* @param superSample if true the FontTexture will be created with a font of a size twice bigger than the given one but all properties (lineHeight, charWidth, etc.) will be according to the original size. This is made to improve the text quality.
<mask> * @param font the font to use, use the W3C CSS notation <mask> * @param scene the scene that owns the texture <mask> * @param maxCharCount the approximative maximum count of characters that could fit in the texture. This is an approximation because most of the fonts are proportional...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
constructor(name: string, font: string, scene: Scene, maxCharCount=200, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, superSample: boolean = false) {
<mask> * @param scene the scene that owns the texture <mask> * @param maxCharCount the approximative maximum count of characters that could fit in the texture. This is an approximation because most of the fonts are proportional (each char has its own Width). The 'W' character's width is used to comp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
this._superSample = false; if (superSample) { let sfont = this.getSuperSampleFont(font); if (sfont) { this._superSample = true; font = sfont; } }
<mask> this.wrapU = Texture.CLAMP_ADDRESSMODE; <mask> this.wrapV = Texture.CLAMP_ADDRESSMODE; <mask> <mask> // First canvas creation to determine the size of the texture to create <mask> this._canvas = document.createElement("canvas"); <mask> this._cont...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
this._lineHeightSuper = res.height; this._lineHeight = this._superSample ? (this._lineHeightSuper / 2) : this._lineHeightSuper;
<mask> this._context.font = font; <mask> this._context.fillStyle = "white"; <mask> <mask> var res = this.getFontHeight(font); <mask> this._lineHeight = res.height; <mask> this._offset = res.offset-1; <mask> <mask> var maxCharWidth = this....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
this._spaceWidthSuper = this._context.measureText(" ").width; this._spaceWidth = this._superSample ? (this._spaceWidthSuper / 2) : this._spaceWidthSuper;
<mask> this._lineHeight = res.height; <mask> this._offset = res.offset-1; <mask> <mask> var maxCharWidth = this._context.measureText("W").width; <mask> this._spaceWidth = this._context.measureText(" ").width; <mask> <mask> // This is an approximate si...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
var totalEstSurface = this._lineHeightSuper * maxCharWidth * maxCharCount;
<mask> var maxCharWidth = this._context.measureText("W").width; <mask> this._spaceWidth = this._context.measureText(" ").width; <mask> <mask> // This is an approximate size, but should always be able to fit at least the maxCharCount <mask> var totalEstSurface = this...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
var xMargin = Math.ceil(this._lineHeightSuper/20);
<mask> var textureSize = this.getSize(); <mask> <mask> // we reached the end of the current line? <mask> let width = Math.round(measure.width); <mask> var xMargin = Math.ceil(this._lineHeight/20); <mask> var yMargin = xMargin; <mask> if (th...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
this._currentFreePosition.y += this._lineHeightSuper + yMargin;
<mask> var xMargin = Math.ceil(this._lineHeight/20); <mask> var yMargin = xMargin; <mask> if (this._currentFreePosition.x + width + xMargin > textureSize.width) { <mask> this._currentFreePosition.x = 0; <mask> this._currentFreePosition.y += this._...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
info.bottomRightUV = new Vector2((this._currentFreePosition.x + width) / textureSize.width, info.topLeftUV.y + ((this._lineHeightSuper + 2) / textureSize.height)); info.charWidth = this._superSample ? (width/2) : width;
<mask> this._context.fillText(char, this._currentFreePosition.x, this._currentFreePosition.y - this._offset); <mask> <mask> // Fill the CharInfo object <mask> info.topLeftUV = new Vector2(this._currentFreePosition.x / textureSize.width, this._currentFreePosition.y / textureSize....
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
return new Size(maxWidth, lineCount * this.lineHeight); } private getSuperSampleFont(font: string): string { // Eternal thank to http://stackoverflow.com/a/10136041/802124 let regex = /^\s*(?=(?:(?:[-a-z]+\s*){0,2}(italic|oblique))?)(?=(?:(?:[-a-z]+\s*){0,2}(sma...
<mask> ++charxpos; <mask> } <mask> maxWidth = Math.max(maxWidth, curWidth); <mask> <mask> return new Size(maxWidth, lineCount * this._lineHeight); <mask> } <mask> <mask> // More info here: https://videlais.com/2014/03/16/the-many-and-varied-p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Materials/Textures/babylon.fontTexture.ts
att float superSampleFactor;
<mask> att vec2 sizeUV; <mask> att vec2 textureSize; <mask> att vec4 color; <mask> <mask> // Output <mask> varying vec2 vUV; <mask> varying vec4 vColor; <mask> <mask> void main(void) { </s> FontTexture & Canvas2D Adding the superSample setting to FontTexture to double the stored font size. Adding the font...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Shaders/text2d.vertex.fx
pos.xy = floor(pos2.xy * superSampleFactor * sizeUV * textureSize); // Align on target pixel to avoid bad interpolation
<mask> vUV = (floor(vUV*textureSize) + vec2(0.0, 0.0)) / textureSize; <mask> <mask> vColor = color; <mask> vec4 pos; <mask> pos.xy = floor(pos2.xy * sizeUV * textureSize); // Align on target pixel to avoid bad interpolation <mask> pos.z = 1.0; <mask> pos.w = 1.0; <mask> gl_Position = vec4(dot(pos, trans...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4
src/Shaders/text2d.vertex.fx
const currentMatrixIndices = vertex_data.matricesIndices; const currentMatrixWeights = vertex_data.matricesWeights; const currentMatrixIndicesExtra = vertex_data.matricesIndicesExtra; const currentMatrixWeightsExtra = vertex_data.matricesWeightsExtra;
<mask> const currentPositions = vertex_data.positions; <mask> const currentColors = vertex_data.colors; <mask> <mask> if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) { <mask> Logger.Warn("VertexData contains ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/af1deed686183228aefe00f64260a3e5c366e12c
packages/dev/core/src/Meshes/mesh.ts
const matrixIndices: Array<number> = new Array(); const matrixWeights: Array<number> = new Array(); const matrixIndicesExtra: Array<number> = new Array(); const matrixWeightsExtra: Array<number> = new Array();
<mask> const positions: Array<number> = new Array(); <mask> const indices: Array<number> = new Array(); <mask> const uvs: Array<number> = new Array(); <mask> const colors: Array<number> = new Array(); <mask> let pstring: Array<string> = new Array(); //lis...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/af1deed686183228aefe00f64260a3e5c366e12c
packages/dev/core/src/Meshes/mesh.ts
if (currentMatrixIndices !== null && currentMatrixIndices !== void 0) { vertex_data.matricesIndices = matrixIndices; } if (currentMatrixWeights !== null && currentMatrixWeights !== void 0) { vertex_data.matricesWeights = matrixWeights; ...
<mask> if (currentColors !== null && currentColors !== void 0) { <mask> vertex_data.colors = colors; <mask> } <mask> <mask> vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind)); <mask> } <mask> } <mask> </s> for...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/af1deed686183228aefe00f64260a3e5c366e12c
packages/dev/core/src/Meshes/mesh.ts
declare module "../scene" { export interface Scene { _utilityLayerRenderer: UtilityLayerRenderer; } }
<mask> import { Camera } from '../Cameras/camera'; <mask> import { Color3 } from '../Maths/math.color'; <mask> <mask> /** <mask> * Renders a layer on top of an existing scene <mask> */ <mask> export class UtilityLayerRenderer implements IDisposable { </s> adding hidden utilityScene field Former-commit-id: ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c
src/Rendering/utilityLayerRenderer.ts
originalScene._utilityLayerRenderer = this;
<mask> public originalScene: Scene, <mask> handleEvents: boolean = true) { <mask> // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app <mask> this.utilityLayerScene = new Scene(originalScene.getE...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c
src/Rendering/utilityLayerRenderer.ts
if ( !this._options.enablePointerSelectionOnAllControllers && this._options.preferredHandedness && xrController.inputSource.handedness === this._options.preferredHandedness ) {
<mask> id: WebXRControllerPointerSelection._idCounter++, <mask> }; <mask> <mask> if (this._attachedController) { <mask> if (!this._options.enablePointerSelectionOnAllControllers && this._options.preferredHandedness && xrController.inputSource.handedness === this._options.pr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c
src/XR/features/WebXRControllerPointerSelection.ts
// Pick utility layer first with ray let utilityScenePick = null; if (this._scene._utilityLayerRenderer) { utilityScenePick = this._scene._utilityLayerRenderer.utilityLayerScene.pickWithRay( controllerData.tmpRay, this._sc...
<mask> scene.pointerX = this._screenCoordinatesRef.x; <mask> scene.pointerY = this._screenCoordinatesRef.y; <mask> } <mask> } <mask> controllerData.pick = this._scene.pickWithRay(controllerData.tmpRay, this._scene.pointerMovePredicate ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c
src/XR/features/WebXRControllerPointerSelection.ts
public static readonly ANCHOR_SYSTEM = "xr-anchor-system";
<mask> export class WebXRFeatureName { <mask> /** <mask> * The name of the anchor system feature <mask> */ <mask> public static ANCHOR_SYSTEM = "xr-anchor-system"; <mask> /** <mask> * The name of the background remover feature <mask> */ <mask> public static BACKGROUND_REMOVE...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly BACKGROUND_REMOVER = "xr-background-remover";
<mask> public static ANCHOR_SYSTEM = "xr-anchor-system"; <mask> /** <mask> * The name of the background remover feature <mask> */ <mask> public static BACKGROUND_REMOVER = "xr-background-remover"; <mask> /** <mask> * The name of the hit test feature <mask> */ <mask> publ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly HIT_TEST = "xr-hit-test";
<mask> public static BACKGROUND_REMOVER = "xr-background-remover"; <mask> /** <mask> * The name of the hit test feature <mask> */ <mask> public static HIT_TEST = "xr-hit-test"; <mask> /** <mask> * physics impostors for xr controllers feature <mask> */ <mask> public stati...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly PHYSICS_CONTROLLERS = "xr-physics-controller";
<mask> public static HIT_TEST = "xr-hit-test"; <mask> /** <mask> * physics impostors for xr controllers feature <mask> */ <mask> public static PHYSICS_CONTROLLERS = "xr-physics-controller"; <mask> /** <mask> * The name of the plane detection feature <mask> */ <mask> publ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly PLANE_DETECTION = "xr-plane-detection";
<mask> public static PHYSICS_CONTROLLERS = "xr-physics-controller"; <mask> /** <mask> * The name of the plane detection feature <mask> */ <mask> public static PLANE_DETECTION = "xr-plane-detection"; <mask> /** <mask> * The name of the pointer selection feature <mask> */ <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly POINTER_SELECTION = "xr-controller-pointer-selection";
<mask> public static PLANE_DETECTION = "xr-plane-detection"; <mask> /** <mask> * The name of the pointer selection feature <mask> */ <mask> public static POINTER_SELECTION = "xr-controller-pointer-selection"; <mask> /** <mask> * The name of the teleportation feature <mask> */...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly TELEPORTATION = "xr-controller-teleportation";
<mask> public static POINTER_SELECTION = "xr-controller-pointer-selection"; <mask> /** <mask> * The name of the teleportation feature <mask> */ <mask> public static TELEPORTATION = "xr-controller-teleportation"; <mask> /** <mask> * The name of the feature points feature. <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
public static readonly FEATURE_POINTS = "xr-feature-points";
<mask> public static TELEPORTATION = "xr-controller-teleportation"; <mask> /** <mask> * The name of the feature points feature. <mask> */ <mask> public static FEATURE_POINTS = "xr-feature-points"; <mask> } <mask> <mask> /** <mask> * Defining the constructor of a feature. Used to registe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed
src/XR/webXRFeaturesManager.ts
#include<bakedVertexAnimationDeclaration>
<mask> attribute vec4 color; <mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float; // Attributes at...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/cell/cell.vertex.fx
#include<bakedVertexAnimation>
<mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> gl_Position = viewProjection * worldPos; <mask> </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remo...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/cell/cell.vertex.fx
precision highp float; // Attributes attribute vec3 position; #ifdef UV1 attribute vec2 uv; #endif #ifdef UV2 attribute vec2 uv2; #endif #ifdef VERTEXCOLOR attribute vec4 color; #endif #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> // Uniforms #include<instancesDeclaration> ...
<mask> precision highp float; <mask> <mask> // Attributes <mask> attribute vec3 position; <mask> #ifdef UV1 <mask> attribute vec2 uv; <mask> #endif <mask> #ifdef UV2 <mask> attribute vec2 uv2; <mask> #endif <mask> #ifdef VERTEXCOLOR <mask> attribute vec4 color; <mask> #endif <mask> <mask> #include<bone...
[ "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "rep...
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/fire/fire.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> <mask> uniform mat4 view; <mask> uniform mat4 viewProjection; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/gradient/gradient.vertex.fx
#include<bonesVertex> #include<bakedVertexAnimation>
<mask> #include<__decl__lightFragment>[0..maxSimultaneousLights] <mask> <mask> void main(void) { <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> gl_Position = viewProjection * worldPos; <mask> </s> include bake...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/gradient/gradient.vertex.fx
#include<bakedVertexAnimation>
<mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> #ifdef NORMAL <mask> // get a turbulent 3d noise using the normal, normal to high freq <mask> noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 ); <mask> // get a 3d noise using the position, low frequency <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/lava/lava.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> <mask> uniform mat4 view; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float; // Attributes attri...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/normal/normal.vertex.fx
#include<bakedVertexAnimation>
<mask> void main(void) { <mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> gl_Position = viewProjection * worldPos; <mask> <mask> vPositionW = vec3(worldPos); </s> include bakedVertex on all shaders Form...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/normal/normal.vertex.fx
#include<bakedVertexAnimation>
<mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> gl_Position = viewProjection * worldPos; <mask> </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/shadowOnly/shadowOnly.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> <mask> uniform mat4 view; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/simple/simple.vertex.fx
#include<bakedVertexAnimation>
<mask> void main(void) { <mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> gl_Position = viewProjection * worldPos; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd0...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/simple/simple.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> <mask> uniform mat4 view; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float; // Attributes attribute vec3 posit...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/triPlanar/triplanar.vertex.fx
#include<bakedVertexAnimation>
<mask> { <mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> gl_Position = viewProjection * worldPos; <mask> </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09a...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/triPlanar/triplanar.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> <mask> uniform mat4 view; <mask> uniform mat4 viewProjection; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/water/water.vertex.fx
#include<bakedVertexAnimation>
<mask> void main(void) { <mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> vPositionW = vec3(worldPos); <mask> <mask> #ifdef NORMAL <mask> vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0))); </s> i...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
materialsLibrary/src/water/water.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> attribute vec4 matricesWeights; <mask> #endif <mask> <mask> #include<instancesDeclaration> <mask> <mask> varying vec3 vColor; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float; // At...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Debug/skeletonViewer.ts
#include<bakedVertexAnimation>
<mask> vec3 positionUpdated = position; <mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0); <mask> <mask> vec3 color = colorBase; <mask> float total...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Debug/skeletonViewer.ts
#include<bakedVertexAnimationDeclaration>
<mask> attribute vec4 matricesIndices; <mask> attribute vec4 matricesWeights; <mask> #endif <mask> #include<instancesDeclaration> <mask> <mask> varying vec3 vColor; <mask> <mask> void main() { </s> include bakedVertex on all shad...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Debug/skeletonViewer.ts
#include<bakedVertexAnimation>
<mask> vec3 positionUpdated = position; <mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec3 color = vec3(0.); <mask> bool first = true; <mask> <mask> for (int i = 0; i < 4; i++...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Debug/skeletonViewer.ts
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> // Uniforms <mask> #include<instancesDeclaration> <mask> <mask> // Output <mask> varying vec3 vPositionW; </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp flo...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/background.vertex.fx
#include<bakedVertexAnimation>
<mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> #ifdef MULTIVIEW <mask> if (gl_ViewID_OVR == 0u) { <mask> gl_Position = viewProjection * finalWorld * vec4(position, 1.0); </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/background.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> #include<clipPlaneVertexDeclaration> <mask> <mask> // Uniforms <mask> </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/color.vertex.fx
#include<bakedVertexAnimation>
<mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> vec4 worldPos = finalWorld * vec4(position, 1.0); <mask> <mask> #ifdef MULTIVIEW <mask> if (gl_ViewID_OVR == 0u) { <mask> gl_Position = viewProjection * worldPos; <mask> } else { </s> include bakedVertex on all shaders Former-commi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/color.vertex.fx
#include<bakedVertexAnimation>
<mask> #include<instancesVertex> <mask> <mask> #include<bonesVertex> <mask> <mask> gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0); <mask> <mask> #ifdef USE_REVERSE_DEPTHBUFFER <mask> vDepthMetric = ((-gl_Position.z + depthValues.x) / (depthValues.y)); </s> include bakedVert...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/depth.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> precision highp float; <mask> <mask> #include<bonesDeclaration> <mask> <mask> #include<morphTargetsVertexGlobalDeclaration> <mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] <mask> <mask> #include<instancesDeclaration> </s> include bakedVertex on all shaders Former-comm...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/geometry.vertex.fx
#include<bakedVertexAnimation>
<mask> vPreviousPosition = previousViewProjection * previousWorld * vec4(positionUpdated, 1.0); <mask> #endif <mask> <mask> #include<bonesVertex> <mask> vec4 pos = vec4(finalWorld * vec4(positionUpdated, 1.0)); <mask> <mask> #ifdef BUMP <mask> vWorldView = view * finalWorld; <mask> vNormalW = normalUpd...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/geometry.vertex.fx
#include<bakedVertexAnimation>
<mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> #ifdef CUBEMAP <mask> vPosition = finalWorld * vec4(positionUpdated, 1.0); <mask> gl_Position = viewProjection * finalWorld * vec4(position, 1.0); <mask> #else <mask> vPosition = viewProjection * finalWorld * vec4(positionU...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/glowMapGeneration.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> attribute vec3 position; <mask> attribute vec3 normal; <mask> <mask> #include<bonesDeclaration> <mask> <mask> #include<morphTargetsVertexGlobalDeclaration> <mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] <mask> </s> include bakedVertex on all shaders Former-commit-id:...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/outline.vertex.fx
#include<bakedVertexAnimation>
<mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0); <mask> <mask> #ifdef ALPHATEST <mask> #ifdef UV1 <mask> vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0)); </s> include bakedVertex on all shaders ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/outline.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> <mask> #include<helperFunctions> <mask> #include<bonesDeclaration> <mask> <mask> #include<instancesDeclaration> <mask> #include<prePassVertexDeclaration> <mask> <mask> #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo) <mask> #include<samplerVertexDeclaration>(_DEFINENAME_,D...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/pbr.vertex.fx
<mask> #include<bonesDeclaration> <mask> <mask> #include<instancesDeclaration> <mask> #include<prePassVertexDeclaration> <mask> #include<bakedVertexAnimationDeclaration> <mask> <mask> #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo) <mask> #include<samplerVertexDeclaration>(_DEFINE...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/pbr.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> #endif <mask> <mask> #include<bonesDeclaration> <mask> <mask> #include<morphTargetsVertexGlobalDeclaration> <mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] <mask> </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/shadowMap.vertex.fx
#endif #ifdef NORMAL
<mask> { <mask> vec3 positionUpdated = position; <mask> #ifdef UV1 <mask> vec2 uvUpdated = uv; <mask> #endif <mask> #ifdef NORMAL <mask> vec3 normalUpdated = normal; <mask> #endif <mask> <mask> #include<morphTargetsVertexGlobal> <mask> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] </...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/shadowMap.vertex.fx
#include<bakedVertexAnimation>
<mask> <mask> #include<instancesVertex> <mask> #include<bonesVertex> <mask> <mask> vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0); <mask> <mask> #ifdef NORMAL <mask> mat3 normWorldSM = mat3(finalWorld); </s> include bakedVertex on all shaders Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/shadowMap.vertex.fx
#include<bakedVertexAnimationDeclaration>
<mask> attribute vec3 position; <mask> #include<bonesDeclaration> <mask> <mask> #include<morphTargetsVertexGlobalDeclaration> <mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] <mask> <mask> // Uniform <mask> #include<instancesDeclaration> </s> include bakedVertex on all shaders ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/volumetricLightScatteringPass.vertex.fx
#include<bakedVertexAnimation>
<mask> #include<instancesVertex> <mask> <mask> #include<bonesVertex> <mask> <mask> gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0); <mask> <mask> #if defined(ALPHATEST) || defined(BASIC_RENDER) <mask> #ifdef UV1 <mask> vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0)); </s> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1
src/Shaders/volumetricLightScatteringPass.vertex.fx
livereload: false,
<mask> */ <mask> gulp.task("webserver", function () { <mask> var options = { <mask> port: 1338, <mask> livereload: false <mask> }; <mask> <mask> if (commandLineOptions.public) { <mask> options.host = "0.0.0.0"; <mask> } </s> Moving to beta1 Fixing GPS isReady issue N...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
Tools/Gulp/gulpfile.js
return "3.2.0-beta.1";
<mask> return Engine._SCALEMODE_CEILING; <mask> } <mask> <mask> public static get Version(): string { <mask> return "3.2.0-alphaC"; <mask> } <mask> <mask> // Updatable statics so stick with vars here <mask> public static CollisionsEpsilon = 0.00...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Engine/babylon.engine.ts
this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false; this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false; this._caps.textureFloatRender = thi...
<mask> <mask> // Checks if some of the format renders first to allow the use of webgl inspector. <mask> this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'); <mask> <mask> this._caps.textureFloat = this._webGLVersion > 1 || th...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Engine/babylon.engine.ts
this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true: false; this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : fals...
<mask> this._caps.textureFloat = this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float'); <mask> this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear'); <mask> this._caps.textureFloatRender = this._caps.te...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Engine/babylon.engine.ts
this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true: false;
<mask> this._gl.HALF_FLOAT_OES = 0x140B; <mask> } <mask> this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer(); <mask> <mask> this._caps.textureLOD = this._webGLVersion > 1 || this._gl.getExtension('EXT_shader...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Engine/babylon.engine.ts
(<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
<mask> this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension); <mask> this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER; <mask> <mask> for (var i = 0; i < 16; i++) { <mask> (<any>this._gl)["COLOR_AT...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Engine/babylon.engine.ts
if (!this.emitter || !this._updateEffect || !this._renderEffect || !this._updateEffect.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
<mask> * Is this system ready to be used/rendered <mask> * @return true if the system is ready <mask> */ <mask> public isReady(): boolean { <mask> if (!this.emitter || !this._updateEffect.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.par...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Particles/babylon.gpuParticleSystem.ts
<mask> if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) { <mask> continue; <mask> } <mask> <mask> let descriptor = Object.getOwnPropertyDescriptor(source, prop); <mask> //descriptor should exist, should be writable, and s...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
try { if (typeOfSourceValue === "object") { if (sourceValue instanceof Array) { destination[prop] = [];
<mask> if (typeOfSourceValue === "function") { <mask> continue; <mask> } <mask> <mask> if (typeOfSourceValue === "object") { <mask> if (sourceValue instanceof Array) { <mask> destination[prop] = []; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
if (sourceValue.length > 0) { if (typeof sourceValue[0] == "object") { for (var index = 0; index < sourceValue.length; index++) { var clonedValue = cloneValue(sourceValue[index], de...
<mask> if (typeOfSourceValue === "object") { <mask> if (sourceValue instanceof Array) { <mask> destination[prop] = []; <mask> <mask> if (sourceValue.length > 0) { <mask> if (typeof sourceValue[0] == "o...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done destination[prop].push(clonedValue); }
<mask> if (typeof sourceValue[0] == "object") { <mask> for (var index = 0; index < sourceValue.length; index++) { <mask> var clonedValue = cloneValue(sourceValue[index], destination); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
} else { destination[prop] = sourceValue.slice(0);
<mask> } <mask> } <mask> } <mask> } <mask> } else { <mask> destination[prop] = cloneValue(sourceValue, destination); <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
<mask> if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done <mask> destination[prop].push(clonedValue); <mask> } <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
} else { destination[prop] = cloneValue(sourceValue, destination);
<mask> } else { <mask> destination[prop] = sourceValue.slice(0); <mask> } <mask> } <mask> } <mask> } else { <mask> de...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
destination[prop] = sourceValue;
<mask> destination[prop] = sourceValue.slice(0); <mask> } <mask> } <mask> } else { <mask> destination[prop] = cloneValue(sourceValue, destination); <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
} catch (e) { // Just ignore error (it could be because of a read-only property)
<mask> } <mask> } else { <mask> destination[prop] = cloneValue(sourceValue, destination); <mask> } <mask> } else { <mask> destination[prop] = sourceValue; <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674
src/Tools/babylon.tools.ts
import { Vector4, Color4 } from "../../Maths/math";
<mask> import { Nullable } from "../../types"; <mask> import { Scene } from "../../scene"; <mask> import { Vector4, Color4, Vector3 } from "../../Maths/math"; <mask> import { Mesh, _CreationDataStorage } from "../mesh"; <mask> import { VertexData } from "../mesh.vertexData"; <mask> <mask> VertexData.CreateBox =...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
VertexData.CreateBox = function(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number }): VertexData { var nbFaces = 6; var...
<mask> import { Vector4, Color4, Vector3 } from "../../Maths/math"; <mask> import { Mesh, _CreationDataStorage } from "../mesh"; <mask> import { VertexData } from "../mesh.vertexData"; <mask> <mask> VertexData.CreateBox = function(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?:...
[ "keep", "keep", "keep", "keep", "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/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
var positions = [];
<mask> var indices = []; <mask> var positions = []; <mask> var normals = []; <mask> var uvs = []; <mask> <mask> var width = options.width || options.size || 1; <mask> var height = options.height || options.size || 1; <mask> var depth = options.depth || options.size || 1; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
<mask> faceColors[f] = new Color4(1, 1, 1, 1); <mask> } <mask> } <mask> <mask> var scaleVector = new Vector3(width / 2, height / 2, depth / 2); <mask> <mask> // Create each face in turn. <mask> for (var index = 0; index < normalsSource.length; index++) { <mask> var...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
for (var index = 0; index < nbFaces; index++) {
<mask> <mask> var scaleVector = new Vector3(width / 2, height / 2, depth / 2); <mask> <mask> // Create each face in turn. <mask> for (var index = 0; index < normalsSource.length; index++) { <mask> var normal = normalsSource[index]; <mask> <mask> // Get two vectors perpendicular to...
[ "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", "ke...
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
<mask> var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector); <mask> positions.push(vertex.x, vertex.y, vertex.z); <mask> normals.push(normal.x, normal.y, normal.z); <mask> uvs.push(faceUV[index].z, faceUV[index].w); <mask> if (faceColors) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
<mask> vertex = normal.subtract(side1).add(side2).multiply(scaleVector); <mask> positions.push(vertex.x, vertex.y, vertex.z); <mask> normals.push(normal.x, normal.y, normal.z); <mask> uvs.push(faceUV[index].x, faceUV[index].w); <mask> if (faceColors) { <mask> co...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
<mask> vertex = normal.add(side1).add(side2).multiply(scaleVector); <mask> positions.push(vertex.x, vertex.y, vertex.z); <mask> normals.push(normal.x, normal.y, normal.z); <mask> uvs.push(faceUV[index].x, faceUV[index].y); <mask> if (faceColors) { <mask> colors....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
for (var c = 0; c < 4; c++) { colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a); }
<mask> positions.push(vertex.x, vertex.y, vertex.z); <mask> normals.push(normal.x, normal.y, normal.z); <mask> uvs.push(faceUV[index].z, faceUV[index].y); <mask> if (faceColors) { <mask> colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColor...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number , updatable?: boolean}, scene: Nullab...
<mask> * @param options defines the options used to create the mesh <mask> * @param scene defines the hosting scene <mask> * @returns the box mesh <mask> */ <mask> public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vecto...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61
src/Meshes/Builders/boxBuilder.ts
import { Vector3, Matrix, Quaternion, TmpVectors } from "../../Maths/math.vector";
<mask> import { Vector3, Matrix, Quaternion } from "../../Maths/math.vector"; <mask> import { Scene } from "../../scene"; <mask> import { Camera } from "../../Cameras/camera"; <mask> import { FreeCamera } from "../../Cameras/freeCamera"; <mask> import { TargetCamera } from "../../Cameras/targetCamera"; <mask> imp...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
// import { Space } from '../../Maths/math.axis';
<mask> import { FreeCamera } from "../../Cameras/freeCamera"; <mask> import { TargetCamera } from "../../Cameras/targetCamera"; <mask> import { WebXRSessionManager } from "./webXRSessionManager"; <mask> import { Viewport } from '../../Maths/math.viewport'; <mask> <mask> /** <mask> * WebXR Camera which holds th...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
private _firstFrame = false;
<mask> */ <mask> public debugMode = false; <mask> <mask> /** <mask> * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager <mask> * @param name the name of the camera <mask> * @param scene the scene to add the camera to <...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {
<mask> * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager <mask> * @param name the name of the camera <mask> * @param scene the scene to add the camera to <mask> */ <mask> constructor(name: string, scene: Scene) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
this._xrSessionManager.onXRSessionInit.add(() => { this._referencedPosition.copyFromFloats(0, 0, 0); this._referenceQuaternion.copyFromFloats(0, 0, 0, 1); // first frame - camera's y position should be 0 for the correct offset this._firstFrame = true; ...
<mask> this.cameraRigMode = Camera.RIG_MODE_CUSTOM; <mask> this.updateUpVectorFromRotation = true; <mask> this._updateNumberOfRigCameras(1); <mask> } <mask> <mask> private _updateNumberOfRigCameras(viewCount = 1) { <mask> while (this.rigCameras.length < viewCount) { <mas...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
public update() { if (!this._firstFrame) { this._updateReferenceSpace(); } this._updateFromXRSession(); super.update(); } /** * overriding getWorldMatrix notice that the world matrix is identity! * To construct a real world matrix for the came...
<mask> * Updates the cameras position from the current pose information of the XR session <mask> * @param xrSessionManager the session containing pose information <mask> * @returns true if the camera has been updated, false if the session did not contain pose or frame data <mask> */ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
const transform = new XRRigidTransform( { ...this._xrInvPositionCache }, { ...this._xrInvQuaternionCache }); // Update offset reference to use a new originOffset with the teleported // player position and orientation. // This new offset needs to be applied to...
<mask> // Ensure all frame data is available <mask> if (!xrSessionManager.currentFrame || !xrSessionManager.currentFrame.getViewerPose) { <mask> return false; <mask> } <mask> var pose = xrSessionManager.currentFrame.getViewerPose(xrSessionManager.referenceSpace); <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
return;
<mask> return false; <mask> } <mask> var pose = xrSessionManager.currentFrame.getViewerPose(xrSessionManager.referenceSpace); <mask> if (!pose) { <mask> return false; <mask> } <mask> <mask> if (pose.transform && pose.emulatedPosition) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
this.pose = pose; if (this.pose.transform) { this._referencedPosition.copyFrom(<any>(this.pose.transform.position)); this._referenceQuaternion.copyFrom(<any>(this.pose.transform.orientation));
<mask> if (!pose) { <mask> return false; <mask> } <mask> <mask> if (pose.transform && pose.emulatedPosition) { <mask> this.position.copyFrom(<any>(pose.transform.position)); <mask> this.rotationQuaternion.copyFrom(<any>(pose.transform.orientation)); <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts