docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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"customType": "BABYLON.VectorMergerBlock",
"id": 234,
"name": "VectorMerger", | <mask> }
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<mask> {
<mask> "customType": "BABYLON.InputBlock",
<mask> "id": 2061,
<mask> "name": "resolution",
<mask> "comments": "",
<mask> "visibleInInspector": false,
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"target": 4,
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<mask> "type": 1,
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"value": 100 | <mask> "groupInInspector": "",
<mask> "convertToGammaSpace": false,
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<mask> "customType": "BABYLON.InputBlock",
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"id": 240, | <mask> "value": 0.025
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</s> updated no... | [
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* This means the mesh underlying bounding box and sphere are recomputed. | <mask> this._visibleInstances[renderId].push(instance);
<mask> };
<mask> /**
<mask> * This method recomputes and sets a new `BoundingInfo` to the mesh unless it is locked.
<mask> * This means the mesh underlying bounding box and shpere are recomputed.
<mask> ... | [
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* The parameter `updatable` is passed as is to the underlying `Geometry` object constructor (if initianilly none) or updater. | <mask> /**
<mask> * Sets the vertex data of the mesh geometry for the requested `kind`.
<mask> * If the mesh has no geometry, a new `Geometry` object is set to the mesh and then passed this vertex data.
<mask> * The `data` are either a numeric array either a Float32Array.
<mask> ... | [
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<mask> * The `data` are either a numeric array either a Float32Array.
<mask> * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
<mask> * Note that a new underlying `VertexBuffer` object... | [
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<mask> * If the mesh has no geometry, it is simply returned as it is.
<mask> * The `data` are either a numeric array either a Float32Array.
<mask> * No new underlying `VertexBuffer` object is created.
<mask> * If the `kind` is the `PositionKind` and if `updateExtends` is true, th... | [
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* Registers for this mesh a javascript function called just before the rendering process. | <mask> }
<mask> }
<mask> };
<mask> /**
<mask> * Registers a javascript function for this mesh that will be called just before the rendering process.
<mask> * This function is passed the current mesh and doesn't return anything.
<mask> */
... | [
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* Registers for this mesh a javascript function called just after the rendering is complete. | <mask> Mesh.prototype.unregisterBeforeRender = function (func) {
<mask> this.onBeforeRenderObservable.removeCallback(func);
<mask> };
<mask> /**
<mask> * Registers a javascript function for this mesh that will be called just after the rendering is complete.
<mask> ... | [
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* Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager. | <mask> }
<mask> };
<mask> /**
<mask> * Triggers the draw call for the mesh.
<mask> * You don't need to call this method by your own usually because the mesh rendering is handled by the scene rendering manager.
<mask> */
<mask> Mesh.prototype.render =... | [
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/**
* Sets the mesh material by the material or multiMaterial `id` property.
* The material `id` is a string identifying the material or the multiMaterial.
* This method returns nothing.
*/ | <mask> this._checkDelayState();
<mask> return true;
<mask> };
<mask> Mesh.prototype.setMaterialByID = function (id) {
<mask> var materials = this.getScene().materials;
<mask> var index;
<mask> for (index = 0; index < materials.length; in... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36 | src/Mesh/babylon.mesh.js |
/**
* Returns as a new array
*/ | <mask> }
<mask> };
<mask> Mesh.prototype.getAnimatables = function () {
<mask> var results = [];
<mask> if (this.material) {
<mask> results.push(this.material);
<mask> }
</s> Improve postprocess with nearest mode
Former-commit-id:... | [
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/**
* Modifies the mesh geometry according to the passed transformation matrix.
* This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
* The mesh normals are modified accordingly the same transformation.
* tuto : http://doc... | <mask> results.push(this.skeleton);
<mask> }
<mask> return results;
<mask> };
<mask> // Geometry
<mask> Mesh.prototype.bakeTransformIntoVertices = function (transform) {
<mask> // Position
<mask> if (!this.isVerticesDataPres... | [
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/**
* Modifies the mesh geometry according to its own current World Matrix.
* The mesh World Matrix is then reset.
* This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
* tuto : tuto : http://doc.babylonjs.com/tutorials/How_R... | <mask> if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
<mask> this.flipFaces();
<mask> }
<mask> };
<mask> // Will apply current transform to mesh and reset world matrix
<mask> Mesh.prototype.bakeCurrentTransformIntoVertices = function ()... | [
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/**
* Returns a new `Mesh` object generated from the current mesh properties.
* This method must not get confused with createInstance().
* The parameter `name` is a string, the name given to the new mesh.
* The optional parameter `newParent` can be any `Node` object (default ... | <mask> this._positions.push(BABYLON.Vector3.FromArray(data, index));
<mask> }
<mask> return true;
<mask> };
<mask> // Clone
<mask> Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
<mask> if (c... | [
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/**
* Disposes the mesh.
* This also frees the memory allocated under the hood to all the buffers used by WebGL.
*/ | <mask> Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
<mask> if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
<mask> return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36 | src/Mesh/babylon.mesh.js |
/**
* Modifies the mesh geometry according to a displacement map.
* A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
* The mesh must be set as updatable. I... | <mask> this.instances[0].dispose();
<mask> }
<mask> _super.prototype.dispose.call(this, doNotRecurse);
<mask> };
<mask> // Geometric tools
<mask> Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
<mask> ... | [
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/**
* width of the textures created by the effect renderer. By default, textures are created the same size than the canvas
*/
textureWidth?: number;
/**
* height of the textures created by the effect renderer. By default, textures are created the same size than the canvas
*/
t... | <mask> /**
<mask> * Defines the indices.
<mask> */
<mask> indices?: number[];
<mask> }
<mask>
<mask> /**
<mask> * Helper class to render one or more effects.
<mask> * You can access the previous rendering in your shader by declaring a sampler named textureSampler
</s> Extend EffectRendere... | [
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* Helper class to render one or more effects.
* You can access the previous rendering in your shader by declaring a sampler named textureSampler
| <mask> indices?: number[];
<mask> }
<mask>
<mask> /**
<mask> * Helper class to render one or more effects
<mask> */
<mask> export class EffectRenderer {
<mask> // Fullscreen quad buffers by default.
<mask> private static _DefaultOptions: IEffectRendererOptions = {
<mask> positions: [1, ... | [
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indices: [0, 1, 2, 0, 2, 3],
useInternalTexturesOnly: false,
| <mask> export class EffectRenderer {
<mask> // Fullscreen quad buffers by default.
<mask> private static _DefaultOptions: IEffectRendererOptions = {
<mask> positions: [1, 1, -1, 1, -1, -1, 1, -1],
<mask> indices: [0, 1, 2, 0, 2, 3]
<mask> };
<mask>
<mask> private _vertexBuffers:... | [
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width: this.textureWidth ?? this.engine.getRenderWidth(true),
height: this.textureHeight ?? this.engine.getRenderHeight(true),
| <mask> this._ringScreenBuffer = [];
<mask> for (var i = 0; i < 2; i++) {
<mask> var internalTexture = this.engine.createRenderTargetTexture(
<mask> {
<mask> width: this.engine.getRenderWidth(true),
<mask> h... | [
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"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
this.textureWidth = options.textureWidth;
this.textureHeight = options.textureHeight;
this.useInternalTexturesOnly = options.useInternalTexturesOnly ?? false;
| <mask> ...options,
<mask> };
<mask>
<mask> this._vertexBuffers = {
<mask> [VertexBuffer.PositionKind]: new VertexBuffer(engine, options.positions!, VertexBuffer.PositionKind, false, false, 2),
<mask> };
<mask> this._indexBuffer = engine.createIndexBuffer(o... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
<mask> this._vertexBuffers = {
<mask> [VertexBuffer.PositionKind]: new VertexBuffer(engine, options.positions!, VertexBuffer.PositionKind, false, false, 2),
<mask> };
<mask> this._indexBuffer = engine.createIndexBuffer(options.indices!);
<mask>
<mask> // No need here f... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts | |
* @param outputTexture texture to draw to, if null it will render to the screen. Note that this parameter is not used if useInternalTexturesOnly is true
* @returns returns the texture used for the latest rendering
| <mask>
<mask> /**
<mask> * renders one or more effects to a specified texture
<mask> * @param effectWrappers list of effects to renderer
<mask> * @param outputTexture texture to draw to, if null it will render to the screen
<mask> */
<mask> public render(effectWrappers: Array<EffectW... | [
"keep",
"keep",
"keep",
"keep",
"replace",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
public render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture: Nullable<Texture> = null): Nullable<Texture> {
| <mask> * renders one or more effects to a specified texture
<mask> * @param effectWrappers list of effects to renderer
<mask> * @param outputTexture texture to draw to, if null it will render to the screen
<mask> */
<mask> public render(effectWrappers: Array<EffectWrapper> | EffectWrapper, ... | [
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"keep",
"keep",
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return null;
| <mask>
<mask> // Ensure all effects are ready
<mask> for (var wrapper of effectWrappers) {
<mask> if (!wrapper.effect.isReady()) {
<mask> return;
<mask> }
<mask> }
<mask>
<mask> effectWrappers.forEach((effectWrapper, i) => {
<mask> ... | [
"keep",
"keep",
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
// No need here for full screen render.
this.engine.depthCullingState.depthTest = false;
this.engine.stencilState.stencilTest = false;
var renderTo = outputTexture;
| <mask> return null;
<mask> }
<mask> }
<mask>
<mask> effectWrappers.forEach((effectWrapper, i) => {
<mask> renderTo = outputTexture;
<mask>
<mask> // for any next effect make it's input the output of the previous effect
<mask> if ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
renderTo = outputTexture;
| <mask> }
<mask> }
<mask>
<mask> effectWrappers.forEach((effectWrapper, i) => {
<mask> var renderTo = outputTexture;
<mask>
<mask> // for any next effect make it's input the output of the previous effect
<mask> if (i !== 0) {
<mask> ... | [
"keep",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
if (this.useInternalTexturesOnly || i !== 0) {
| <mask> effectWrappers.forEach((effectWrapper, i) => {
<mask> var renderTo = outputTexture;
<mask>
<mask> // for any next effect make it's input the output of the previous effect
<mask> if (i !== 0) {
<mask> effectWrapper.effect.onBindObservable.addOnce(... | [
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"keep",
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"keep",
"replace",
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"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
if (this.useInternalTexturesOnly || (effectWrappers as Array<EffectWrapper>).length > 1 && i != (effectWrappers as Array<EffectWrapper>).length - 1) {
| <mask> });
<mask> }
<mask>
<mask> // Set the output to the next screenbuffer
<mask> if ((effectWrappers as Array<EffectWrapper>).length > 1 && i != (effectWrappers as Array<EffectWrapper>).length - 1) {
<mask> renderTo = this._getNextFrameBuffer... | [
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"keep",
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
this._outputTexture = renderTo;
return renderTo;
| <mask> if (renderTo) {
<mask> this.engine.unBindFramebuffer(renderTo.getInternalTexture()!);
<mask> }
<mask> });
<mask> }
<mask>
<mask> /**
<mask> * Disposes of the effect renderer
<mask> */
<mask> dispose() {
</s> Extend EffectRenderer (... | [
"keep",
"keep",
"keep",
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"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24 | src/Materials/effectRenderer.ts |
nearInteractionMesh: null,
| <mask> this._controllers[xrController.uniqueId] = {
<mask> xrController,
<mask> meshUnderPointer: null,
<mask> pick: null,
<mask> pickIndexMeshTip,
<mask> hoverIndexMeshTip,
<mask> grabRay: new Ray(new Vector3(), new Vector3()),
<ma... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38 | src/XR/features/WebXRNearInteraction.ts |
hoverInteraction: false,
| <mask> hoverIndexMeshTip,
<mask> grabRay: new Ray(new Vector3(), new Vector3()),
<mask> nearInteraction: false,
<mask> grabInteraction: false,
<mask> id: WebXRNearInteraction._idCounter++,
<mask> };
</s> near grab & pick improved
Former-commit... | [
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grabInteraction: false,
| <mask> pickIndexMeshTip,
<mask> hoverIndexMeshTip,
<mask> grabRay: new Ray(new Vector3(), new Vector3()),
<mask> nearInteraction: false,
<mask> nearInteractionInProcess: false,
<mask> nearGrab: false,
<mask> nearGrabInProcess: fa... | [
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nearInteractionMesh: Nullable<AbstractMesh>;
| <mask> onFrameObserver?: Nullable<Observer<XRFrame>>;
<mask> meshUnderPointer: Nullable<AbstractMesh>;
<mask> pick: Nullable<PickingInfo>;
<mask> id: number;
<mask> pickIndexMeshTip: Nullable<AbstractMesh>;
<mask> hoverIndexMeshTip: Nullable<... | [
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hoverInteraction: boolean;
grabInteraction: boolean;
| <mask> pickIndexMeshTip: Nullable<AbstractMesh>;
<mask> hoverIndexMeshTip: Nullable<AbstractMesh>;
<mask> grabRay: Ray;
<mask> nearInteraction: boolean;
<mask> nearInteractionInProcess: boolean;
<mask> nearGrab: boolean;
<mask> n... | [
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private _nearPickPredicate(mesh: AbstractMesh): boolean {
| <mask>
<mask> /**
<mask> * Filter used for near interaction pick and hover
<mask> */
<mask> private nearPickPredicate(mesh: AbstractMesh): boolean {
<mask> return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearPickable;
<mask> }
<mask>
<mask> /**
<mask>... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38 | src/XR/features/WebXRNearInteraction.ts |
private _nearGrabPredicate(mesh: AbstractMesh): boolean {
| <mask>
<mask> /**
<mask> * Filter used for near interaction grab
<mask> */
<mask> private nearGrabPredicate(mesh: AbstractMesh): boolean {
<mask> return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;
<mask> }
<mask>
<mask> private readonly _ho... | [
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/**
* Filter used for any near interaction
*/
private _nearInteractionPredicate(mesh: AbstractMesh): boolean {
return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && (mesh.isNearPickable || mesh.isNearGrabbable);
}
| <mask> private _nearGrabPredicate(mesh: AbstractMesh): boolean {
<mask> return mesh.isEnabled() && mesh.isVisible && mesh.isPickable && mesh.isNearGrabbable;
<mask> }
<mask>
<mask> private readonly _hoverRadius = 0.1;
<mask> private readonly _pickRadius = 0.03;
<mask> private readonl... | [
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controllerData.hoverInteraction = false;
controllerData.nearInteraction = false;
| <mask> if (!this._options.enableNearInteractionOnAllControllers && id !== this._attachedController) {
<mask> controllerData.pick = null;
<mask> return;
<mask> }
<mask> if (!controllerData.nearGrabInProcess) {
<mask> controllerData... | [
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let populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): PickingInfo => {
let result = new PickingInfo();
| <mask> pick = originalScenePick;
<mask> }
<mask> return pick;
<mask> };
<mask> let populateNearInteractionInfo = (nearInteractionInfo: Nullable<PickingInfo>): Nullable<PickingInfo> => {
<mask> let result = null;
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result = nearInteractionInfo!;
| <mask> if (nearInteractionInfo?.pickedPoint) {
<mask> nearInteractionAtOrigin = nearInteractionInfo.pickedPoint.x === 0 && nearInteractionInfo.pickedPoint.y === 0 && nearInteractionInfo.pickedPoint.z === 0;
<mask> }
<mask> if (nearInteraction && !n... | [
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let pick = new PickingInfo();
| <mask> }
<mask> return result;
<mask> };
<mask>
<mask> let pick = null;
<mask> let hoverRange = false;
<mask> // near interaction hover
<mask> if (controllerData.hoverIndexMeshTip) {
<mask> let utilityS... | [
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<mask> let hoverRange = false;
<mask> // near interaction hover
<mask> if (controllerData.hoverIndexMeshTip) {
<mask> let utilitySceneHoverPick = null;
<mask> let utilitySceneHoverGrab = null;
<mask> if (this._options.useUtilityLa... | [
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utilitySceneHoverPick = this._pickWithMesh(controllerData.hoverIndexMeshTip, this._utilityLayerScene, false, this._nearInteractionPredicate);
| <mask> if (controllerData.hoverIndexMeshTip) {
<mask> let utilitySceneHoverPick = null;
<mask> let utilitySceneHoverGrab = null;
<mask> if (this._options.useUtilityLayer && this._utilityLayerScene) {
<mask> utilitySceneHoverPick = this... | [
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let originalSceneHoverPick = this._pickWithMesh(controllerData.hoverIndexMeshTip, this._scene, false, this._nearInteractionPredicate);
| <mask> let utilitySceneHoverGrab = null;
<mask> if (this._options.useUtilityLayer && this._utilityLayerScene) {
<mask> utilitySceneHoverPick = this._pickWithMesh(controllerData.hoverIndexMeshTip, this._utilityLayerScene, false, this.nearPickPredicate);
<mask> ... | [
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if (hoverPickInfo && hoverPickInfo.hit) {
| <mask> }
<mask> let originalSceneHoverGrab = this._pickWithMesh(controllerData.hoverIndexMeshTip, this._scene, false, this.nearGrabPredicate);
<mask>
<mask> let hoverPickInfo = accuratePickInfo(originalSceneHoverPick, utilitySceneHoverPick);
<mask> l... | [
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if (pick.hit) {
controllerData.hoverInteraction = true;
}
| <mask> if (this._farInteractionFeature) {
<mask> this._farInteractionFeature.detach();
<mask> }
<mask> pick = populateNearInteractionInfo(hoverPickInfo);
<mask> }
<mask> }
<mask>
<mask> /... | [
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if (controllerData.pickIndexMeshTip && controllerData.hoverInteraction) {
| <mask> }
<mask> }
<mask>
<mask> // near interaction pick
<mask> if (controllerData.pickIndexMeshTip && hoverRange) {
<mask> let utilitySceneNearPick = null;
<mask> if (this._options.useUtilityLayer && this._utilityLayerScene) {
... | [
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utilitySceneNearPick = this._pickWithMesh(controllerData.pickIndexMeshTip, this._utilityLayerScene, false, this._nearPickPredicate);
| <mask> // near interaction pick
<mask> if (controllerData.pickIndexMeshTip && hoverRange) {
<mask> let utilitySceneNearPick = null;
<mask> if (this._options.useUtilityLayer && this._utilityLayerScene) {
<mask> utilitySceneNearPick = this._... | [
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let originalSceneNearPick = this._pickWithMesh(controllerData.pickIndexMeshTip, this._scene, false, this._nearPickPredicate);
| <mask> let utilitySceneNearPick = null;
<mask> if (this._options.useUtilityLayer && this._utilityLayerScene) {
<mask> utilitySceneNearPick = this._pickWithMesh(controllerData.pickIndexMeshTip, this._utilityLayerScene, false, this.nearPickPredicate);
<mask> ... | [
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const nearPick = populateNearInteractionInfo(pickInfo);
if (nearPick.hit) {
// Near pick takes precedence over hfover interaction
pick = nearPick;
| <mask> utilitySceneNearPick = this._pickWithMesh(controllerData.pickIndexMeshTip, this._utilityLayerScene, false, this.nearPickPredicate);
<mask> }
<mask> let originalSceneNearPick = this._pickWithMesh(controllerData.pickIndexMeshTip, this._scene, false, this.nearP... | [
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<mask> const grabPick = accuratePickInfo(originalSceneNearGrab, utilitySceneNearGrab);
<mask> if (grabPick && grabPick.pickedPoint && grabPick.hit) {
<mask> controllerData.nearGrab = true;
<mask> controllerData.nearInteraction = true;
<mask> ... | [
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controllerData.pick = pick;
// Update mesh under pointer
if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {
controllerData.meshUnderPointer = controllerData.pick.pickedMesh;
} else {
controllerDa... | <mask> }
<mask> }
<mask>
<mask> // Turn on far interaction if near interaction is unsuccessful
<mask> if (!controllerData.nearInteraction && !controllerData.hoverInteraction && !controllerData.grabInteraction) {
<mask> if (this._farInteractionFe... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38 | src/XR/features/WebXRNearInteraction.ts |
if (!controllerData.nearInteraction && !controllerData.hoverInteraction && !controllerData.grabInteraction) {
| <mask> }
<mask> }
<mask>
<mask> // Turn on far interaction if near interaction is unsuccessful
<mask> if (!controllerData.nearInteraction && !hoverRange && !controllerData.nearGrabInProcess) {
<mask> if (this._farInteractionFeature) {
<mask> ... | [
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<mask> if (this._farInteractionFeature) {
<mask> this._farInteractionFeature.attach();
<mask> }
<mask> }
<mask> controllerData.pick = pick;
<mask> });
<mask> }
<mask>
<mask> private get _utilityLayerScene() {
<mask> ... | [
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if (!this._options.enableNearInteractionOnAllControllers && xrController.uniqueId !== this._attachedController) {
return;
}
| <mask> pointerId: controllerData.id,
<mask> pointerType: "xr",
<mask> };
<mask> controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {
<mask> if (controllerData.pick && !this._farInteractionFeature?.attached) {
<mask> ... | [
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controllerData.pick.ray = controllerData.grabRay;
| <mask> return;
<mask> }
<mask> if (controllerData.pick && !this._farInteractionFeature?.attached) {
<mask> this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);
<mask> }
<mask>
<mask> // Near pick pointer event
<m... | [
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// Near pick pointer event
if (controllerData.nearInteraction && controllerData.pick && controllerData.pick.hit) {
if (!controllerData.nearInteractionMesh) {
this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);
cont... | <mask> controllerData.onFrameObserver = this._xrSessionManager.onXRFrameObservable.add(() => {
<mask> if (controllerData.pick && !this._farInteractionFeature?.attached) {
<mask> this._scene.simulatePointerMove(controllerData.pick, pointerEventInit);
<mask> }
<mask> ... | [
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} else if (controllerData.nearInteractionMesh && controllerData.pick) {
this._scene.simulatePointerUp(controllerData.pick, pointerEventInit);
controllerData.nearInteractionMesh = null;
| <mask> this._scene.simulatePointerDown(controllerData.pick, pointerEventInit);
<mask> controllerData.nearInteractionMesh = controllerData.meshUnderPointer;
<mask> }
<mask> }
<mask> });
<mask>
<mask> const grabCheck = (pressed: b... | [
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});
const grabCheck = (pressed: boolean) => {
if (this._options.enableNearInteractionOnAllControllers || (xrController.uniqueId === this._attachedController && !this._farInteractionFeature?.attached)) {
if (pressed && controllerData.pick && controllerData.meshUnderPointe... | <mask> controllerData.nearInteractionInProcess = false;
<mask> }
<mask> }
<mask> }
<mask> // Update mesh under pointer
<mask> if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {
<m... | [
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if (pressed && !this._options.enableNearInteractionOnAllControllers && !this._options.disableSwitchOnClick) {
this._attachedController = xrController.uniqueId;
}
| <mask> // Update mesh under pointer
<mask> if (controllerData.pick && controllerData.pick.pickedPoint && controllerData.pick.hit) {
<mask> controllerData.meshUnderPointer = controllerData.pick.pickedMesh;
<mask> } else {
<mask> controllerData.mesh... | [
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};
| <mask> controllerData.meshUnderPointer = controllerData.pick.pickedMesh;
<mask> } else {
<mask> controllerData.meshUnderPointer = null;
<mask> }
<mask> });
<mask> if (xrController.inputSource.gamepad) {
<mask> const init = (motio... | [
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grabCheck(pressed);
| <mask> if (controllerData.squeezeComponent) {
<mask> controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => {
<mask> if (component.changes.pressed) {
<mask> ... | [
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if (component.changes.pressed) {
| <mask> });
<mask> } else {
<mask> controllerData.selectionComponent = motionController.getMainComponent();
<mask> controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {... | [
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grabCheck(pressed);
| <mask> controllerData.selectionComponent = motionController.getMainComponent();
<mask> controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {
<mask> if (component.changes.pressed &&... | [
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if (
controllerData.xrController &&
event.inputSource === controllerData.xrController.inputSource &&
controllerData.pick &&
!this._farInteractionFeature?.attached &&
controllerData.meshUnderPointer &... | <mask> }
<mask> } else {
<mask> // use the select and squeeze events
<mask> const selectStartListener = (event: XRInputSourceEvent) => {
<mask> if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerD... | [
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controllerData.grabInteraction = false;
| <mask>
<mask> const selectEndListener = (event: XRInputSourceEvent) => {
<mask> if (controllerData.xrController && event.inputSource === controllerData.xrController.inputSource && controllerData.pick && !this._farInteractionFeature?.attached) {
<mask> this._scene.sim... | [
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38 | src/XR/features/WebXRNearInteraction.ts |
"../../inspector/src/adapters/SoundAdapter.ts", | <mask> "../../inspector/src/adapters/Adapter.ts",
<mask> "../../inspector/src/adapters/CameraAdapter.ts",
<mask> "../../inspector/src/adapters/TextureAdapter.ts",
<mask> "../../inspector/src/adapters/Canvas2DAdapter.ts",
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c70c16801267e33626a47bb46d896fa8b6b818d4 | Tools/Gulp/config.json |
"../../inspector/src/tabs/SoundTab.ts", | <mask> "../../inspector/src/tabs/PropertyTab.ts",
<mask> "../../inspector/src/tabs/CameraTab.ts",
<mask> "../../inspector/src/tabs/TextureTab.ts",
<mask> "../../inspector/src/tabs/Canvas2DTab.ts",
<mask> "../../insp... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c70c16801267e33626a47bb46d896fa8b6b818d4 | Tools/Gulp/config.json |
"../../inspector/src/treetools/SoundInteractions.ts", | <mask> "../../inspector/src/treetools/BoundingBox.ts",
<mask> "../../inspector/src/treetools/CameraPOV.ts",
<mask> "../../inspector/src/treetools/Checkbox.ts",
<mask> "../../inspector/src/treetools/DebugArea.ts",
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c70c16801267e33626a47bb46d896fa8b6b818d4 | Tools/Gulp/config.json |
this._tabs.push(new SoundTab(this, this._inspector));
| <mask>
<mask> this._tabs.push(new CameraTab(this, this._inspector));
<mask>
<mask> this._toolBar = new Toolbar(this._inspector);
<mask>
<mask> this._build();
<mask>
</s> Inspector New tab for sounds !
Former-commit-id: 8b096633d78614c39903fc9c42b4f444ab4016e0 | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c70c16801267e33626a47bb46d896fa8b6b818d4 | inspector/src/tabs/TabBar.ts |
//Sounds
var jump = new BABYLON.Sound("Jump", "/assets/sounds/jump.wav", scene);
var explosion = new BABYLON.Sound("Explosion", "/assets/sounds/explosion.wav", scene);
jump.setVolume(0.1);
window.addEventListener("keydown", function (evt) {
if (evt.keyCode === 32... | <mask> */
<mask>
<mask> var sphere1 = BABYLON.Mesh.CreateSphere("Sphere1", 10.0, 9.0, scene);
<mask> var sphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 2.0, 9.0, scene);//Only two segments
<mask> var sphere3 = BABYLON.Mesh.CreateSphere("Sphere3", 10.0, 9.0, scene);
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c70c16801267e33626a47bb46d896fa8b6b818d4 | inspector/test/index.js |
if (this._firstFrame) {
this._updateFromXRSession();
| <mask>
<mask> // Check transformation changes on each frame. Callback is added to be first so that the transformation will be
<mask> // applied to the rest of the elements using the referenceSpace object
<mask> this._xrSessionManager.onXRFrameObservable.add((frame) => {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts |
this._updateReferenceSpace();
| <mask> this._updateFromXRSession();
<mask> }
<mask> this._updateFromXRSession();
<mask> }, undefined, true);
<mask> }
<mask>
</s> avoid the extra frame to calculate pose
Former-commit-id: bd268ea1b86245d36000174f13a5ed3e8644d2fe </s> remove if (!... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts |
private _updateReferenceSpace() {
| <mask> // this.rigCameras[1].position.x = pupilDistance / 2;
<mask> this.rigCameras[1].outputRenderTarget = null;
<mask> }
<mask>
<mask> private _updateReferenceSpace(): boolean {
<mask> // were position & rotation updated OUTSIDE of the xr update loop
<mask> if (!this.po... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts |
<mask> this.position.subtractToRef(this._referencedPosition, this._referencedPosition);
<mask> this._referenceQuaternion.conjugateInPlace();
<mask> this._referenceQuaternion.multiplyToRef(this.rotationQuaternion, this._referenceQuaternion);
<mask> this._updateReferenc... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts | |
<mask> this._referenceQuaternion.multiplyToRef(this.rotationQuaternion, this._referenceQuaternion);
<mask> this._updateReferenceSpaceOffset(this._referencedPosition, this._referenceQuaternion.normalize());
<mask> return true;
<mask> }
<mask> return false;
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts | |
<mask> // avoid using the head rotation on the first frame.
<mask> this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);
<mask> // update the reference space so that the position will be correct
<mask>
<mask> return this.update();
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts | |
else {
this.rotationQuaternion.copyFrom(this._referenceQuaternion);
this.position.copyFrom(this._referencedPosition);
}
| <mask>
<mask> return this.update();
<mask>
<mask> }
<mask>
<mask> this.rotationQuaternion.copyFrom(this._referenceQuaternion);
<mask> this.position.copyFrom(this._referencedPosition);
<mask> }
<mask>
<mask> // Update camera rigs
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c857252f92ca6a80d8284953990ef4abb26a17f2 | src/Cameras/XR/webXRCamera.ts |
export class DropUpButton extends React.Component<IDropUpButtonProps, { isOpen: boolean; searchText: string }> {
| <mask> selectedOption?: string;
<mask> onOptionPicked: (option: string, index: number) => void;
<mask> }
<mask>
<mask> export class DropUpButton extends React.Component<IDropUpButtonProps, { isOpen: boolean }> {
<mask> private _onClickInterceptorClickedObserver: Nullable<Observer<void>>;
<mask>
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/components/dropUpButton.tsx |
this.state = { isOpen: false, searchText: "" };
| <mask>
<mask> public constructor(props: IDropUpButtonProps) {
<mask> super(props);
<mask>
<mask> this.state = { isOpen: false };
<mask>
<mask> this._onClickInterceptorClickedObserver = props.globalState.onClickInterceptorClicked.add(() => {
<mask> this.setState({ isOpe... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/components/dropUpButton.tsx |
onChangeSearchText = (evt: React.ChangeEvent<HTMLInputElement>) => {
let text = evt.target.value;
// Perform some basic processing
text = text.trim();
this.setState({ searchText: text });
};
| <mask> this.props.onOptionPicked(option, index);
<mask> }
<mask>
<mask> public render() {
<mask> if (!this.props.enabled) {
<mask> return null;
<mask> }
<mask>
</s> Add scrollbar, search text and tooltip on animation selection tool.
Former-commit-id: 101b2bbd8adb... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/components/dropUpButton.tsx |
<input type="text" id="anim-search" placeholder="Search animation" value={this.state.searchText} onChange={this.onChangeSearchText} />
{this.props.options
.filter((o) => {
return !this.state.searchText || o.to... | <mask> </div>
<mask> )}
<mask> {this.state.isOpen && (
<mask> <div className={"dropup-content" + (this.props.selectedOption ? " long-mode" : "")}>
<mask> {this.props.options.map((o, i) => {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/components/dropUpButton.tsx |
);
})}
| <mask> }}
<mask> >
<mask> {o}
<mask> </div>
<mask> </div>
<mask> );
<mask> })... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/components/dropUpButton.tsx |
<mask> background-color: var(--button-hover-color);
<mask> overflow: hidden;
<mask> text-overflow: ellipsis;
<mask> white-space: nowrap;
<mask> font-size: var(--font-size);
<mask> width: 100%;
<mask> c... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/scss/footer.scss | |
<mask> text-overflow: ellipsis;
<mask> white-space: nowrap;
<mask> font-size: var(--font-size);
<mask> width: 100%;
<mask> color: white;
<mask> cursor: pointer;
<mask> height: 40px;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c87dce4444ce225298f7e0f49e1fb6a204135901 | packages/tools/sandbox/src/scss/footer.scss | |
// PBR needed for both HDR texture (gamma space) & a sky box
var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
| <mask> }
<mask>
<mask> // Environment texture
<mask> if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
<mask> if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCu... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c8fcd46d43a96f3e15dc5ecc3f31b72e3bc65787 | src/Loading/Plugins/babylon.babylonFileLoader.ts |
var hdrTexture = new HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
| <mask> // Environment texture
<mask> if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
<mask> if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c8fcd46d43a96f3e15dc5ecc3f31b72e3bc65787 | src/Loading/Plugins/babylon.babylonFileLoader.ts |
scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
| <mask> }
<mask> if (parsedData.createDefaultSkybox === true) {
<mask> var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
<mask> v... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c8fcd46d43a96f3e15dc5ecc3f31b72e3bc65787 | src/Loading/Plugins/babylon.babylonFileLoader.ts |
const effectLocation = isCore ? "Materials/effect" : "babylonjs";
| <mask> });
<mask>
<mask> // Chose shader store.
<mask> const shaderStore = directory.indexOf("ShadersInclude") > -1 ? "IncludesShadersStore" : "ShadersStore";
<mask> const effectLocation = isCore ? "Materials" : "babylonjs";
<mask>
<mask> // Fill temp... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | Tools/Gulp/helpers/gulp-processShaders.js |
import { Observable } from "Tools/observable";
import { Vector2, Vector3, Color3, Color4 } from "Math/math";
| <mask> import { Observable } from "Tools";
<mask> import { Vector2, Vector3, Color3, Color4 } from "Math";
<mask> import { Scene } from "scene";
<mask> import { Mesh } from "Mesh";
<mask> import { Light } from "Lights";
<mask> import { Camera } from "Cameras";
<mask> import { Node } from "Node";
</s> Fix Import... | [
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/action.ts |
import { Mesh } from "Mesh/mesh";
import { Light } from "Lights/light";
import { Camera } from "Cameras/camera";
import { Node } from "node";
import { ActionManager, ActionEvent } from "./actionManager";
import { Condition } from "./condition";
| <mask> import { Observable } from "Tools";
<mask> import { Vector2, Vector3, Color3, Color4 } from "Math";
<mask> import { Scene } from "scene";
<mask> import { Mesh } from "Mesh";
<mask> import { Light } from "Lights";
<mask> import { Camera } from "Cameras";
<mask> import { Node } from "Node";
<mask> import {... | [
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/action.ts |
import { AbstractMesh } from "Mesh/abstractMesh";
import { Sprite } from "Sprites/sprite";
| <mask> import { Nullable } from "types";
<mask> import { AbstractMesh } from "Mesh";
<mask> import { Sprite } from "Sprites";
<mask> import { Scene } from "scene";
<mask> import { Vector2, Vector3, Vector4, Color3, Color4 } from "Math";
<mask> import { Action, Condition, ValueCondition, DoNothingAction } from "Ac... | [
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/actionManager.ts |
import { Vector2, Vector3, Vector4, Color3, Color4 } from "Math/math";
import { Condition, ValueCondition } from "./condition";
import { Action } from "./action";
import { DoNothingAction } from "./directActions";
import { Engine } from "Engine/engine";
import { Tools } from "Tools/tools";
| <mask> import { Nullable } from "types";
<mask> import { AbstractMesh } from "Mesh";
<mask> import { Sprite } from "Sprites";
<mask> import { Scene } from "scene";
<mask> import { Vector2, Vector3, Vector4, Color3, Color4 } from "Math";
<mask> import { Action, Condition, ValueCondition, DoNothingAction } from "Ac... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/actionManager.ts |
import { ActionManager } from "./actionManager";
import { Action } from "./action";
| <mask> import { ActionManager, Action } from "Actions";
<mask>
<mask> /**
<mask> * A Condition applied to an Action
<mask> */
<mask> export class Condition {
</s> Fix Imports A to G without camera
Former-commit-id: ab50f66ed086876147dc5c19c916f35c84353308 </s> remove import { Action, Conditi... | [
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/condition.ts |
import { Action } from "./action";
import { Condition } from "./condition";
import { ActionManager, ActionEvent } from "./actionManager";
import { Tools } from "Tools/tools";
import { Vector3 } from "Math/math";
| <mask> import { Action, Condition, ActionManager, ActionEvent } from "Actions";
<mask> import { Tools } from "Tools";
<mask> import { Vector3 } from "Math";
<mask>
<mask> /**
<mask> * This defines an action responsible to toggle a boolean once triggered.
<mask> * @see http://doc.babylonjs.com/how_... | [
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/directActions.ts |
import { Action } from "./action";
import { Condition } from "./condition";
import { Sound } from "Audio/sound";
| <mask> import { Action, Condition } from "Actions";
<mask> import { Sound } from "Audio";
<mask>
<mask> /**
<mask> * This defines an action helpful to play a defined sound on a triggered action.
<mask> */
<mask> export class PlaySoundAction extends Action {
</s> Fix Imports A to G without cam... | [
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61 | src/Actions/directAudioActions.ts |
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