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"customType": "BABYLON.VectorMergerBlock", "id": 234, "name": "VectorMerger",
<mask> } <mask> ] <mask> }, <mask> { <mask> "customType": "BABYLON.InputBlock", <mask> "id": 2061, <mask> "name": "resolution", <mask> "comments": "", <mask> "visibleInInspector": false, <mask> "visibleOnFrame": false, <mask> "target": 1, <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c60d5987c0b623e49b5d6bbd918d5db6124168fa
guiEditor/public/GUIEditorNodeMaterial.json
"target": 4, "inputs": [
<mask> "name": "resolution", <mask> "comments": "", <mask> "visibleInInspector": false, <mask> "visibleOnFrame": false, <mask> "target": 1, <mask> "inputs": [], <mask> "outputs": [ <mask> { <mask> "name": "output" <mask> } <mask> ], <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c60d5987c0b623e49b5d6bbd918d5db6124168fa
guiEditor/public/GUIEditorNodeMaterial.json
"name": "xyzw " }, { "name": "xyz " }, { "name": "xy " }, { "name": "zw " }, { "name": "x", "inputName": "x", "targetBlockId": 233, "targetConnectionName": "w", "isEx...
<mask> "target": 1, <mask> "inputs": [], <mask> "outputs": [ <mask> { <mask> "name": "output" <mask> } <mask> ], <mask> "type": 1, <mask> "mode": 0, <mask> "animationType": 0, <mask> "min": 0, <mask> "max": 0, <mask> "isB...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c60d5987c0b623e49b5d6bbd918d5db6124168fa
guiEditor/public/GUIEditorNodeMaterial.json
"value": 100
<mask> "groupInInspector": "", <mask> "convertToGammaSpace": false, <mask> "convertToLinearSpace": false, <mask> "valueType": "number", <mask> "value": 0.025 <mask> }, <mask> { <mask> "customType": "BABYLON.InputBlock", <mask> "id": 2062, <mask> "name": ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c60d5987c0b623e49b5d6bbd918d5db6124168fa
guiEditor/public/GUIEditorNodeMaterial.json
"id": 240,
<mask> "value": 0.025 <mask> }, <mask> { <mask> "customType": "BABYLON.InputBlock", <mask> "id": 2062, <mask> "name": "Float", <mask> "comments": "", <mask> "visibleInInspector": false, <mask> "visibleOnFrame": false, <mask> "target": 1, </s> updated no...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c60d5987c0b623e49b5d6bbd918d5db6124168fa
guiEditor/public/GUIEditorNodeMaterial.json
* 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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
* 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> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
<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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
<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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
* 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> */ ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
* 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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
* 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 =...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
/** * 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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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:...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
/** * 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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
/** * 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 ()...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
/** * 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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
/** * 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); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6784f1ffb11cfa2ccbd9207b12a6f892707ff36
src/Mesh/babylon.mesh.js
/** * 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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24
src/Materials/effectRenderer.ts
* 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, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24
src/Materials/effectRenderer.ts
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:...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24
src/Materials/effectRenderer.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep" ]
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", "keep", "keep", "keep", "keep", "keep" ]
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, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c69817b61026562c4c508dbb24fa33f41b4c1d24
src/Materials/effectRenderer.ts
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", "keep", "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", "keep" ]
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", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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(...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "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", "add", "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...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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<...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
/** * 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...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
<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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
if (pick.hit) { controllerData.hoverInteraction = true; }
<mask> if (this._farInteractionFeature) { <mask> this._farInteractionFeature.detach(); <mask> } <mask> pick = populateNearInteractionInfo(hoverPickInfo); <mask> } <mask> } <mask> <mask> /...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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) { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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._...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "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/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
<mask> const grabPick = accuratePickInfo(originalSceneNearGrab, utilitySceneNearGrab); <mask> if (grabPick && grabPick.pickedPoint && grabPick.hit) { <mask> controllerData.nearGrab = true; <mask> controllerData.nearInteraction = true; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
<mask> if (this._farInteractionFeature) { <mask> this._farInteractionFeature.attach(); <mask> } <mask> } <mask> controllerData.pick = pick; <mask> }); <mask> } <mask> <mask> private get _utilityLayerScene() { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
// 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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
} 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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
}); 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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
};
<mask> controllerData.meshUnderPointer = controllerData.pick.pickedMesh; <mask> } else { <mask> controllerData.meshUnderPointer = null; <mask> } <mask> }); <mask> if (xrController.inputSource.gamepad) { <mask> const init = (motio...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
grabCheck(pressed);
<mask> if (controllerData.squeezeComponent) { <mask> controllerData.onSqueezeButtonChangedObserver = controllerData.squeezeComponent.onButtonStateChangedObservable.add((component) => { <mask> if (component.changes.pressed) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "k...
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
if (component.changes.pressed) {
<mask> }); <mask> } else { <mask> controllerData.selectionComponent = motionController.getMainComponent(); <mask> controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => {...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
grabCheck(pressed);
<mask> controllerData.selectionComponent = motionController.getMainComponent(); <mask> controllerData.onButtonChangedObserver = controllerData.selectionComponent.onButtonStateChangedObservable.add((component) => { <mask> if (component.changes.pressed &&...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c6f29c2bf35e12575baef2760675e25e8cd05f38
src/XR/features/WebXRNearInteraction.ts
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...
[ "keep", "keep", "keep", "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