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
import "Shaders/background.fragment"; import "Shaders/background.vertex";
<mask> import { StandardMaterial, ImageProcessingConfiguration, RenderTargetTexture, Texture, Effect, BaseTexture, MaterialHelper, IImageProcessingConfigurationDefines, ColorCurves, EffectFallbacks, EffectCreationOptions } from "Materials"; <mask> import { IShadowLight } from "Lights"; <mask> import { _TimeToken } f...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Background/backgroundMaterial.ts
import { serialize, serializeAsImageProcessingConfiguration } from "Tools/decorators"; import { Observer } from "Tools/observable"; import { Tools, IAnimatable } from "Tools/tools"; import { SmartArray } from "Tools/smartArray"; import { TextureTools } from "Tools/textureTools";
<mask> import { serialize, Observer, Tools, SmartArray, serializeAsImageProcessingConfiguration, TextureTools, IAnimatable } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Color3, Vector4 } from "Math"; ...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
import { Camera } from "Cameras/camera";
<mask> import { serialize, Observer, Tools, SmartArray, serializeAsImageProcessingConfiguration, TextureTools, IAnimatable } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Color3, Vector4 } from "Math"; ...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
import { Matrix, Color3, Vector4, Tmp } from "Math/math"; import { Engine } from "Engine/engine"; import { VertexBuffer } from "Mesh/vertexBuffer"; import { SubMesh } from "Mesh/subMesh"; import { AbstractMesh } from "Mesh/abstractMesh"; import { Mesh } from "Mesh/mesh"; import { _TimeToken } from "Instrumentatio...
<mask> import { serialize, Observer, Tools, SmartArray, serializeAsImageProcessingConfiguration, TextureTools, IAnimatable } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Color3, Vector4 } from "Math"; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
<mask> * to enhance interoperability with other materials. <mask> */ <mask> public static readonly LIGHTFALLOFF_STANDARD = 2; <mask> <mask> /** <mask> * Stores the reflectivity values based on metallic roughness workflow. <mask> */ <mask> private stat...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
protected _ambientTextureImpactOnAnalyticalLights: number = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
<mask> * Defines how much the AO map is occluding the analytical lights (point spot...). <mask> * 1 means it completely occludes it <mask> * 0 mean it has no impact <mask> */ <mask> protected _ambientTextureImpactOnAnalyticalLights: number = PBRMaterial.DEFAULT_AO_ON_ANA...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
this._forceAlphaTest = (value === PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
<mask> } <mask> <mask> this._transparencyMode = value; <mask> <mask> this._forceAlphaTest = (value === PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND); <mask> <mask> this._markAllSubMeshesAsTexturesAndMiscDirty(); <mask> } <mask> <mask> /** </s> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
this._transparencyMode === PBRBaseMaterial.PBRMATERIAL_OPAQUE || this._transparencyMode === PBRBaseMaterial.PBRMATERIAL_ALPHATEST);
<mask> * Returns true if alpha blending should be disabled. <mask> */ <mask> private get _disableAlphaBlending(): boolean { <mask> return (this._linkRefractionWithTransparency || <mask> this._transparencyMode === PBRMaterial.PBRMATERIAL_OPAQUE || <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === PBRBaseMaterial.PBRMATERIAL_ALPHATEST);
<mask> if (this._linkRefractionWithTransparency) { <mask> return false; <mask> } <mask> <mask> return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === PBRMaterial.PBRMATERIAL_ALPHATEST);...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== PBRBaseMaterial.PBRMATERIAL_OPAQUE;
<mask> /** <mask> * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending. <mask> */ <mask> protected _shouldUseAlphaFromAlbedoTexture(): boolean { <mask> return this._albedoTexture != null && this._albedoTexture.hasAlpha && t...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== PBRBaseMaterial.PBRMATERIAL_OPAQUE);
<mask> // Values that need to be evaluated on every frame <mask> MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane); <mask> <mask> // Attribs <mask> MaterialHelper.PrepareDefinesForAttributes(mesh, def...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
Tmp.Color3[0].r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic; Tmp.Color3[0].g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness; this._uniformBuffer.updateColor4("vReflectivity...
<mask> } <mask> <mask> // Colors <mask> if (defines.METALLICWORKFLOW) { <mask> PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic; <mask> PBR...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseMaterial.ts
import { serialize, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools/decorators";
<mask> import { serialize, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { BaseTexture, PBRBaseMaterial } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _Dept...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseSimpleMaterial.ts
import { Color3 } from "Math/math"; import { PBRBaseMaterial } from "./pbrBaseMaterial"; import { BaseTexture } from "Materials/Textures/baseTexture"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { serialize, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { BaseTexture, PBRBaseMaterial } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _Dept...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrBaseSimpleMaterial.ts
import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools/decorators"; import { TextureTools } from "Tools/textureTools";
<mask> import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, TextureTools, serializeAsTexture } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { ImageProcessingConfiguration, BaseTexture, Color...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
import { Color3 } from "Math/math"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, TextureTools, serializeAsTexture } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { ImageProcessingConfiguration, BaseTexture, Color...
[ "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
import { ImageProcessingConfiguration } from "Materials/imageProcessingConfiguration"; import { ColorCurves } from "Materials/colorCurves"; import { BaseTexture } from "Materials/Textures/baseTexture"; import { PBRBaseMaterial } from "./pbrBaseMaterial";
<mask> import { Color3 } from "Math/math"; <mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * The Physically based material of BJS. <mask> * <mask> * This offers the main features of...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
public static readonly PBRMATERIAL_OPAQUE = PBRBaseMaterial.PBRMATERIAL_OPAQUE;
<mask> export class PBRMaterial extends PBRBaseMaterial { <mask> /** <mask> * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use. <mask> */ <mask> public static readonly PBRMATERIAL_OPAQUE = 0; <mask> <mask> /** <mask> * PBRMateria...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
public static readonly PBRMATERIAL_ALPHATEST = PBRBaseMaterial.PBRMATERIAL_ALPHATEST;
<mask> <mask> /** <mask> * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value. <mask> */ <mask> public static readonly PBRMATERIAL_ALPHATEST = 1; <mask> <mask> /** <mask> * PBRMaterial...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
public static readonly PBRMATERIAL_ALPHABLEND = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND;
<mask> <mask> /** <mask> * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer. <mask> */ <mask> public static readonly PBRMATERIAL_ALPHABLEND = 2; <mask> <mask> /** <mask> * ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
public static readonly PBRMATERIAL_ALPHATESTANDBLEND = PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND;
<mask> /** <mask> * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer. <mask> * They are also discarded below the alpha cutoff threshold to improve performances. <mask> */ <mask> public ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
<mask> /** <mask> * Defines the default value of how much AO map is occluding the analytical lights <mask> * (point spot...). <mask> */ <mask> public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1; <mask> <mask> /** <mask> * Intensity of the direct lights...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMaterial.ts
import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools/decorators";
<mask> import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { BaseTexture, PBRBaseSimpleMaterial } from "Materials"; <mask> import { _TimeToken } from "Instrumentati...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMetallicRoughnessMaterial.ts
import { Color3 } from "Math/math"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { BaseTexture, PBRBaseSimpleMaterial } from "Materials"; <mask> import { _TimeToken } from "Instrumentati...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMetallicRoughnessMaterial.ts
import { BaseTexture } from "Materials/Textures/baseTexture"; import { PBRBaseSimpleMaterial } from "./pbrBaseSimpleMaterial";
<mask> import { Color3 } from "Math/math"; <mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * The PBR material of BJS following the metal roughness convention. <mask> * <mask> * This...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrMetallicRoughnessMaterial.ts
import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools/decorators";
<mask> import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { BaseTexture, PBRBaseSimpleMaterial } from "Materials"; <mask> import { _TimeToken } from "Instrumentati...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrSpecularGlossinessMaterial.ts
import { Color3 } from "Math/math"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math"; <mask> import { BaseTexture, PBRBaseSimpleMaterial } from "Materials"; <mask> import { _TimeToken } from "Instrumentati...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrSpecularGlossinessMaterial.ts
import { BaseTexture } from "Materials/Textures/baseTexture"; import { PBRBaseSimpleMaterial } from "./pbrBaseSimpleMaterial";
<mask> import { Scene } from "scene"; <mask> import { Color3 } from "Math/math"; <mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * The PBR material of BJS following the specular glossiness con...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/PBR/pbrSpecularGlossinessMaterial.ts
<mask> import { DDSTools, DDSInfo } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { SphericalPolynomial } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; </...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/ddsTextureLoader.ts
import { SphericalPolynomial } from "Math/sphericalPolynomial"; import { Engine } from "Engine/engine"; import { InternalTexture } from "Materials/Textures/internalTexture"; import { IInternalTextureLoader } from "Materials/Textures/internalTextureLoader"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { DDSTools, DDSInfo } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { SphericalPolynomial } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <m...
[ "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/ddsTextureLoader.ts
import { DDSTools, DDSInfo } from "Tools/dds";
<mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * Implementation of the DDS Texture Loader. <mask> */ <mask> class DDSTextureLoader implements IInternalTextureLoader { </s> Fix Impor...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/ddsTextureLoader.ts
import { EnvironmentTextureTools } from "Tools/environmentTextureTools";
<mask> import { EnvironmentTextureTools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilStat...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/envTextureLoader.ts
import { Engine } from "Engine/engine"; import { InternalTexture } from "Materials/Textures/internalTexture"; import { IInternalTextureLoader } from "Materials/Textures/internalTextureLoader"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { EnvironmentTextureTools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilStat...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/envTextureLoader.ts
import { KhronosTextureContainer } from "Tools/khronosTextureContainer";
<mask> import { KhronosTextureContainer } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilStat...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/ktxTextureLoader.ts
import { Engine } from "Engine/engine"; import { InternalTexture } from "Materials/Textures/internalTexture"; import { IInternalTextureLoader } from "Materials/Textures/internalTextureLoader"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { KhronosTextureContainer } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilStat...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/ktxTextureLoader.ts
import { TGATools } from "Tools/tga";
<mask> import { TGATools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaState ...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/tgaTextureLoader.ts
import { Engine } from "Engine/engine"; import { InternalTexture } from "Materials/Textures/internalTexture"; import { IInternalTextureLoader } from "Materials/Textures/internalTextureLoader"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { TGATools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Engine } from "Engine"; <mask> import { IInternalTextureLoader, InternalTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaState ...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Loaders/tgaTextureLoader.ts
import { Tools } from "Tools/tools";
<mask> import { Tools } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Vector3, Vector2, Color3, Color4 } from "Math"; <mask> import { Texture, ProceduralTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaS...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/customProceduralTexture.ts
import { Vector3, Vector2, Color3, Color4 } from "Math/math"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { Tools } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Vector3, Vector2, Color3, Color4 } from "Math"; <mask> import { Texture, ProceduralTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaS...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/customProceduralTexture.ts
import { Texture } from "Materials/Textures/texture"; import { ProceduralTexture } from "./proceduralTexture";
<mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that reference...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/customProceduralTexture.ts
import { Engine } from "Engine/engine"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Engine } from "Engine"; <mask> import { Texture, ProceduralTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States";...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/noiseProceduralTexture.ts
import { Texture } from "Materials/Textures/texture"; import { ProceduralTexture } from "./proceduralTexture";
<mask> import { Engine } from "Engine/engine"; <mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * Class used to generate noise procedural textures <mask> */ <mask> export class NoiseP...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/noiseProceduralTexture.ts
import { serialize } from "Tools/decorators"; import { Observable } from "Tools/observable";
<mask> import { serialize, Observable } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3, Vector2, Color3, Color4 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { VertexBuffer } from "Mesh"; </s> Fix Imports A to G ...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTexture.ts
import { Matrix, Vector3, Vector2, Color3, Color4 } from "Math/math"; import { Engine } from "Engine/engine"; import { VertexBuffer } from "Mesh/vertexBuffer";
<mask> import { serialize, Observable } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3, Vector2, Color3, Color4 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { VertexBuffer } from "Mesh"; <mask> import { RenderTa...
[ "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTexture.ts
import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { Engine } from "Engine"; <mask> import { VertexBuffer } from "Mesh"; <mask> import { RenderTargetTexture, Material, Texture, Effect, ProceduralTextureSceneComponent } from "Materials"; <mask> import { SceneComponentConstants } from "sceneComponent"; <mask> import { _TimeToken } from "Instrumentation...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTexture.ts
import { Material } from "Materials/material"; import { Effect } from "Materials/effect"; import { Texture } from "Materials/Textures/texture"; import { RenderTargetTexture } from "Materials/Textures/renderTargetTexture"; import { ProceduralTextureSceneComponent } from "./proceduralTextureSceneComponent";
<mask> import { VertexBuffer } from "Mesh/vertexBuffer"; <mask> import { SceneComponentConstants } from "sceneComponent"; <mask> import { _TimeToken } from "Instrumentation/timeToken"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> /** <mask> * Procedural texturing...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTexture.ts
import { Tools } from "Tools/tools";
<mask> import { Tools } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { ProceduralTexture } from "Materials"; <mask> import { SceneComponentConstants, ISceneComponent } from "sceneComponent"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTextureSceneComponent.ts
<mask> import { Tools } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { ProceduralTexture } from "Materials"; <mask> import { SceneComponentConstants, ISceneComponent } from "sceneComponent"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTextureSceneComponent.ts
import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { Tools } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { ProceduralTexture } from "Materials"; <mask> import { SceneComponentConstants, ISceneComponent } from "sceneComponent"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTextureSceneComponent.ts
import { Layer } from "Layer/layer"; import { ProceduralTexture } from "./proceduralTexture";
<mask> import { ProceduralTexture } from "Materials"; <mask> import { SceneComponentConstants, ISceneComponent } from "sceneComponent"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> import { Layer } from "Layer"; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/Procedurals/proceduralTextureSceneComponent.ts
import { serialize, SerializationHelper } from "Tools/decorators"; import { Observer, Observable } from "Tools/observable"; import { Tools } from "Tools/tools"; import { CubeMapToSphericalPolynomialTools } from "Tools/HDR/cubemapToSphericalPolynomial";
<mask> import { serialize, Observer, Observable, Tools, SerializationHelper, CubeMapToSphericalPolynomialTools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Size, ISize, SphericalPolynomial } from "Math"; <mask> import { Engine } from "Engine...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
import { Matrix, Size, ISize } from "Math/math"; import { SphericalPolynomial } from "Math/sphericalPolynomial"; import { Engine } from "Engine/engine"; import { Material } from "Materials/material"; import { InternalTexture } from "Materials/Textures/internalTexture"; import { Animation } from "Animations/animati...
<mask> import { serialize, Observer, Observable, Tools, SerializationHelper, CubeMapToSphericalPolynomialTools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Size, ISize, SphericalPolynomial } from "Math"; <mask> import { Engine } from "Engine...
[ "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
private _coordinatesMode = Engine.TEXTURE_EXPLICIT_MODE;
<mask> @serialize() <mask> public coordinatesIndex = 0; <mask> <mask> @serialize("coordinatesMode") <mask> private _coordinatesMode = Texture.EXPLICIT_MODE; <mask> <mask> /** <mask> * How a texture is mapped. <mask> * <mask> * | Value | Type ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
public wrapU = Engine.TEXTURE_WRAP_ADDRESSMODE;
<mask> * | 1 | WRAP_ADDRESSMODE | | <mask> * | 2 | MIRROR_ADDRESSMODE | | <mask> */ <mask> @serialize() <mask> public wrapU = Texture.WRAP_ADDRESSMODE; <mask> <mask> /** <mask> * | Value | Type | Description...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
public wrapV = Engine.TEXTURE_WRAP_ADDRESSMODE;
<mask> * | 1 | WRAP_ADDRESSMODE | | <mask> * | 2 | MIRROR_ADDRESSMODE | | <mask> */ <mask> @serialize() <mask> public wrapV = Texture.WRAP_ADDRESSMODE; <mask> <mask> /** <mask> * | Value | Type | Description...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
public wrapR = Engine.TEXTURE_WRAP_ADDRESSMODE;
<mask> * | 1 | WRAP_ADDRESSMODE | | <mask> * | 2 | MIRROR_ADDRESSMODE | | <mask> */ <mask> @serialize() <mask> public wrapR = Texture.WRAP_ADDRESSMODE; <mask> <mask> /** <mask> * With compliant hardware and browser (supp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
var onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;
<mask> callback(); <mask> } <mask> } <mask> else { <mask> var onLoadObservable = (texture as any).onLoadObservable as Observable<Texture>; <mask> <mask> let onLoadCallback = () => { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/baseTexture.ts
import { Matrix } from "Math/math"; import { Engine } from "Engine/engine"; import { InternalTexture } from "Materials/Textures/internalTexture"; import { BaseTexture } from "Materials/Textures/baseTexture";
<mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Texture, InternalTexture, BaseTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCulling...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/colorGradingTexture.ts
this.wrapU = Engine.TEXTURE_CLAMP_ADDRESSMODE; this.wrapV = Engine.TEXTURE_CLAMP_ADDRESSMODE; this.wrapR = Engine.TEXTURE_CLAMP_ADDRESSMODE;
<mask> this.url = url; <mask> this.hasAlpha = false; <mask> this.isCube = false; <mask> this.is3D = this._engine.webGLVersion > 1; <mask> this.wrapU = Texture.CLAMP_ADDRESSMODE; <mask> this.wrapV = Texture.CLAMP_ADDRESSMODE; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/colorGradingTexture.ts
texture = engine.createRawTexture(null, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_BILINEAR_SAMPLINGMODE);
<mask> private load3dlTexture() { <mask> var engine = this._engine; <mask> var texture: InternalTexture; <mask> if (engine.webGLVersion === 1) { <mask> texture = engine.createRawTexture(null, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Texture.BILINEAR...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/colorGradingTexture.ts
texture = engine.createRawTexture3D(null, 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_BILINEAR_SAMPLINGMODE);
<mask> if (engine.webGLVersion === 1) { <mask> texture = engine.createRawTexture(null, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Texture.BILINEAR_SAMPLINGMODE); <mask> } <mask> else { <mask> texture = engine.createRawTexture3D(null, 1, 1, 1, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/colorGradingTexture.ts
import { serialize, SerializationHelper } from "Tools/decorators"; import { Tools } from "Tools/tools";
<mask> import { serialize, Tools, SerializationHelper } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Material, Texture, BaseTexture } from "Materials"; </s> Fix I...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/cubeTexture.ts
import { Matrix, Vector3 } from "Math/math"; import { Engine } from "Engine/engine"; import { Material } from "Materials/material"; import { BaseTexture } from "Materials/Textures/baseTexture"; import { Texture } from "Materials/Textures/texture"; import { Animation } from "Animations/animation"; import { _TimeTo...
<mask> import { serialize, Tools, SerializationHelper } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Material, Texture, BaseTexture } from "Materials"; <mask> imp...
[ "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/cubeTexture.ts
import { ISize } from "Math/math"; import { Engine } from "Engine/engine"; import { Texture } from "Materials/Textures/texture"; import { _TimeToken } from "Instrumentation/timeToken";
<mask> import { Tools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { ISize } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Texture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _Dept...
[ "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/dynamicTexture.ts
import { Matrix, Vector3, ToGammaSpace } from "Math/math"; import { Engine } from "Engine/engine"; import { BaseTexture } from "Materials/Textures/baseTexture"; import { Texture } from "Materials/Textures/texture"; import { Material } from "Materials/material"; import { _TimeToken } from "Instrumentation/timeToken...
<mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3, ToGammaSpace } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Material, Texture, BaseTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import...
[ "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/hdrCubeTexture.ts
import { HDRTools } from "Tools/Hdr/hdr"; import { CubeMapToSphericalPolynomialTools } from "Tools/hdr/cubemapToSphericalPolynomial";
<mask> import { Engine } from "Engine"; <mask> import { Material, Texture, BaseTexture } from "Materials"; <mask> import { _TimeToken } from "Instrumentation"; <mask> import { _DepthCullingState, _StencilState, _AlphaState } from "States"; <mask> import { HDRTools, CubeMapToSphericalPolynomialTools } from "Tools";...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/Textures/hdrCubeTexture.ts
import { serialize } from "Tools/decorators"; import { Observer, Observable, Tools, SmartArray, SerializationHelper, IAnimatable, Tags } from "Tools";
<mask> import { serialize, Observer, Observable, Tools, SmartArray, SerializationHelper, IAnimatable, Tags } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Plane, Matrix } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Mesh, Abstr...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/material.ts
import { Tools } from "Tools/tools";
<mask> import { Tools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Tmp, Color3 } from "Math"; <mask> import { Engine } from "Engine"; </s> Fix Imports A to G without camera Former-commit-id: ab50f66ed0868...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/materialHelper.ts
import { Camera } from "Cameras/camera";
<mask> import { Tools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Tmp, Color3 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Mesh, AbstractMesh, VertexBuffer } from "Mesh"; <mask> ...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/materialHelper.ts
import { Tmp, Color3 } from "Math/math"; import { Engine } from "Engine/engine"; import { AbstractMesh } from "Mesh/abstractMesh"; import { Mesh } from "Mesh/mesh"; import { VertexBuffer } from "Mesh/vertexBuffer"; import { Light } from "Lights/light"; import { UniformBuffer } from "./uniformBuffer"; import { ...
<mask> import { Tools } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Tmp, Color3 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Mesh, AbstractMesh, VertexBuffer } from "Mesh"; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/materialHelper.ts
import { AbstractMesh } from "Mesh/abstractMesh"; import { BaseSubMesh } from "Mesh/subMesh"; import { BaseTexture } from "Materials/Textures/baseTexture"; import { Material } from "Materials/material"; import { Tags } from "Tools/tags";
<mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { AbstractMesh, BaseSubMesh } from "Mesh"; <mask> import { Material, BaseTexture } from "Materials"; <mask> import { Tags } from "Tools"; <mask> /** <mask> * A multi-material is used to apply different materials...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/multiMaterial.ts
import { Material } from "Materials/material"; import { Effect } from "Materials/effect";
<mask> import { Nullable } from "types"; <mask> import { Scene } from "scene"; <mask> import { Matrix } from "Math"; <mask> import { Mesh, AbstractMesh } from "Mesh"; <mask> import { Material, Effect } from "Materials"; <mask> /** <mask> * Base class of materials working in push mode in babylon JS <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/pushMaterial.ts
import { SerializationHelper } from "Tools/decorators";
<mask> import { SerializationHelper } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3, Vector2, Color3, Color4, Vector4 } from "Math"; <mask> import { Mesh, AbstractMesh, VertexBuffer } from "Mesh"; <mask> import { Material, Texture, BaseTexture, MaterialHelper, EffectFallbacks,...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/shaderMaterial.ts
import { Matrix, Vector3, Vector2, Color3, Color4, Vector4 } from "Math/math"; import { AbstractMesh } from "Mesh/abstractMesh"; import { Mesh } from "Mesh/mesh"; import { VertexBuffer } from "Mesh/vertexBuffer"; import { BaseTexture } from "Materials/Textures/baseTexture"; import { Texture } from "Materials/Textu...
<mask> import { SerializationHelper } from "Tools"; <mask> import { Scene } from "scene"; <mask> import { Matrix, Vector3, Vector2, Color3, Color4, Vector4 } from "Math"; <mask> import { Mesh, AbstractMesh, VertexBuffer } from "Mesh"; <mask> import { Material, Texture, BaseTexture, MaterialHelper, EffectFallbacks,...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/shaderMaterial.ts
import "Shaders/default.fragment"; import "Shaders/default.vertex";
<mask> import { Matrix, Color3 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Mesh, AbstractMesh, VertexBuffer, SubMesh } from "Mesh"; <mask> import { ImageProcessingConfiguration, RenderTargetTexture, Material, Texture, BaseTexture, CubeTexture, MaterialHelper, IImageProcessingConfiguration...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/standardMaterial.ts
import { Tools } from "Tools/tools";
<mask> import { Tools } from "Tools"; <mask> import { Nullable, FloatArray } from "types"; <mask> import { Matrix, Vector3, Color3, Vector4 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Effect, BaseTexture } from "Materials"; <mask> /** </s> Fix Imports A to G without camera Former...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/uniformBuffer.ts
import { Matrix, Vector3, Color3, Vector4 } from "Math/math"; import { Engine } from "Engine/engine"; import { Effect } from "./effect"; import { BaseTexture } from "Materials/Textures/baseTexture";
<mask> import { Tools } from "Tools"; <mask> import { Nullable, FloatArray } from "types"; <mask> import { Matrix, Vector3, Color3, Vector4 } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Effect, BaseTexture } from "Materials"; <mask> /** <mask> * Uniform buffer objects. <mask> ...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Materials/uniformBuffer.ts
import { Tools } from "../Tools/tools";
<mask> import { Tools } from "Tools"; <mask> import { Nullable, FloatArray, float } from "types"; <mask> import { Scalar, ISize } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Ray } from "Culling"; <mask> /** </s> Fix Imports A to G without camera Former-commit-id: ab50f66ed086876147...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Math/math.ts
import { Scalar } from "Math/math.scalar"; import { Engine } from "Engine/engine"; import { Ray } from "Culling/ray";
<mask> import { Tools } from "Tools"; <mask> import { Nullable, FloatArray, float } from "types"; <mask> import { Scalar, ISize } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { Ray } from "Culling"; <mask> /** <mask> * Constant used to convert a value to gamma space <mask> * ...
[ "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Math/math.ts
import { Vector3, Color3 } from "Math/math";
<mask> import { Vector3, Color3 } from "Math"; <mask> /** <mask> * Class representing spherical polynomial coefficients to the 3rd degree <mask> */ <mask> export class SphericalPolynomial { <mask> /** </s> Fix Imports A to G without camera Former-commit-id: ab50f66ed086876147dc5c19c91...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Math/sphericalPolynomial.ts
/** * Gets the class name * @returns the string "SubMesh". */ public getClassName(): string { return "SubMesh"; }
<mask> this._mesh.subMeshes.splice(index, 1); <mask> } <mask> <mask> // Statics <mask> /** <mask> * Creates a new submesh from indices data <mask> * @param materialIndex the index of the main mesh material </s> Fix Imports A to G without camera Former-com...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/subMesh.ts
import { serialize, serializeAsVector3, serializeAsQuaternion, SerializationHelper } from "Tools/decorators"; import { Tags } from "Tools/tags"; import { Observable } from "Tools/observable";
<mask> import { serialize, Observable, SerializationHelper, serializeAsVector3, serializeAsQuaternion, Tags } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Quaternion, Matrix, Vector3, Tmp, Space } from "Math"; ...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/transformNode.ts
import { Camera } from "Cameras/camera";
<mask> import { serialize, Observable, SerializationHelper, serializeAsVector3, serializeAsQuaternion, Tags } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Quaternion, Matrix, Vector3, Tmp, Space } from "Math"; ...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/transformNode.ts
import { Quaternion, Matrix, Vector3, Tmp, Space } from "Math/math"; import { Node } from "node"; import { Bone } from "Bones/bone";
<mask> import { serialize, Observable, SerializationHelper, serializeAsVector3, serializeAsQuaternion, Tags } from "Tools"; <mask> import { Nullable } from "types"; <mask> import { Camera } from "Cameras"; <mask> import { Scene } from "scene"; <mask> import { Quaternion, Matrix, Vector3, Tmp, Space } from "Math"; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/transformNode.ts
/** * Get all child-transformNodes of this node * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered * @...
<mask> return transformNode; <mask> } <mask> <mask> /** <mask> * Releases resources associated with this transform node. <mask> * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default) <mask> * @param dispo...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/transformNode.ts
// Animations
<mask> * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default) <mask> * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default) <mask> */ <mask> public dispose(doNotRecur...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/transformNode.ts
if (doNotRecurse) { const transformNodes = this.getChildTransformNodes(true); for (const transformNode of transformNodes) { transformNode.parent = null; transformNode.computeWorldMatrix(true); } }
<mask> this.getScene().removeTransformNode(this); <mask> <mask> this.onAfterWorldMatrixUpdateObservable.clear(); <mask> <mask> super.dispose(doNotRecurse, disposeMaterialAndTextures); <mask> } <mask> } </s> Fix Imports A to G without camera Former-commit-id: a...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Mesh/transformNode.ts
<mask> import { Animation } from "Animations"; <mask> import { Color4, Color3, Scalar, Vector2, Vector3 } from "Math"; <mask> import { Observable, Engine, IOfflineProvider, FilesInput, Camera, RenderTargetTexture, Texture, FxaaPostProcess, TGATools } from "index"; <mask> import { Mesh, SubMesh } from "Mesh"; <mask...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Tools/tools.ts
if (source.getClassName && source.getClassName === "Mesh") {
<mask> if (!source) { <mask> return null; <mask> } <mask> <mask> if (source instanceof Mesh) { <mask> return null; <mask> } <mask> <mask> if (source instanceof SubMesh) { <mask> return source.clone(destinationObject); </s> Fix Impo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Tools/tools.ts
if (source.getClassName && source.getClassName === "SubMesh") {
<mask> if (source instanceof Mesh) { <mask> return null; <mask> } <mask> <mask> if (source instanceof SubMesh) { <mask> return source.clone(destinationObject); <mask> } else if (source.clone) { <mask> return source.clone(); <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/Tools/tools.ts
import { Animatable } from "Animations/animatable"; import { AnimationPropertiesOverride } from "Animations/animationPropertiesOverride"; import { Animation, AnimationRange } from "Animations/animation";
<mask> import { Animation, Animatable, AnimationRange, AnimationPropertiesOverride } from "Animations"; <mask> import { Scene } from "scene"; <mask> import { Nullable } from "types"; <mask> import { Matrix } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { AbstractMesh, TransformNode } from "M...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/node.ts
import { Matrix } from "Math/math"; import { Engine } from "Engine/engine"; import { AbstractMesh } from "Mesh/abstractMesh"; import { IBehaviorAware, Behavior } from "Behaviors/behavior"; import { serialize } from "Tools/decorators"; import { Observable, Observer } from "Tools/observable";
<mask> import { Animation, Animatable, AnimationRange, AnimationPropertiesOverride } from "Animations"; <mask> import { Scene } from "scene"; <mask> import { Nullable } from "types"; <mask> import { Matrix } from "Math"; <mask> import { Engine } from "Engine"; <mask> import { AbstractMesh, TransformNode } from "M...
[ "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/node.ts
<mask> }); <mask> return results; <mask> } <mask> <mask> /** <mask> * Get all child-transformNodes of this node <mask> * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect ...
[ "keep", "keep", "keep", "keep", "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/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/node.ts
<mask> const nodes = this.getDescendants(true); <mask> for (const node of nodes) { <mask> node.dispose(doNotRecurse, disposeMaterialAndTextures); <mask> } <mask> } else { <mask> const transformNodes = this.getChildTran...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/c930d4e2b0868d94024e64778e4afd2c502b7f61
src/node.ts
Texture.EQUIRECTANGULAR_MODE = 7;
<mask> Texture.CUBIC_MODE = 3; <mask> Texture.PROJECTION_MODE = 4; <mask> Texture.SKYBOX_MODE = 5; <mask> Texture.INVCUBIC_MODE = 6; <mask> Texture.CLAMP_ADDRESSMODE = 0; <mask> Texture.WRAP_ADDRESSMODE = 1; <mask> Texture.MIRROR_ADDRESSMODE = 2; <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/ca098443d5cba5a5e5457500ba1f1217b43adfd7
src/Materials/Textures/babylon.texture.js
public static EQUIRECTANGULAR_MODE = 7;
<mask> public static CUBIC_MODE = 3; <mask> public static PROJECTION_MODE = 4; <mask> public static SKYBOX_MODE = 5; <mask> public static INVCUBIC_MODE = 6; <mask> <mask> public static CLAMP_ADDRESSMODE = 0; <mask> public static WRAP_ADDRESSMODE = 1; <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/ca098443d5cba5a5e5457500ba1f1217b43adfd7
src/Materials/Textures/babylon.texture.ts
this.REFLECTIONMAP_EQUIRECTANGULAR = false;
<mask> this.REFLECTIONMAP_SKYBOX = false; <mask> this.REFLECTIONMAP_EXPLICIT = false; <mask> this.INVERTCUBICMAP = false; <mask> this._keys = Object.keys(this); <mask> } <mask> return StandardMaterialDefines; <mask> })(BABYLON.MaterialDefines); ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/ca098443d5cba5a5e5457500ba1f1217b43adfd7
src/Materials/babylon.standardMaterial.js
case BABYLON.Texture.EQUIRECTANGULAR_MODE: this._defines.REFLECTIONMAP_EQUIRECTANGULAR = true; break;
<mask> break; <mask> case BABYLON.Texture.SPHERICAL_MODE: <mask> this._defines.REFLECTIONMAP_SPHERICAL = true; <mask> break; <mask> } <mask> } <m...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/ca098443d5cba5a5e5457500ba1f1217b43adfd7
src/Materials/babylon.standardMaterial.js
public REFLECTIONMAP_EQUIRECTANGULAR = false;
<mask> public REFLECTIONMAP_SKYBOX = false; <mask> public REFLECTIONMAP_EXPLICIT = false; <mask> public INVERTCUBICMAP = false; <mask> <mask> constructor() { <mask> super(); <mask> this._keys = Object.keys(this); <mask> } </s> Adding support for ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/ca098443d5cba5a5e5457500ba1f1217b43adfd7
src/Materials/babylon.standardMaterial.ts
case Texture.EQUIRECTANGULAR_MODE: this._defines.REFLECTIONMAP_EQUIRECTANGULAR = true; break;
<mask> break; <mask> case Texture.SPHERICAL_MODE: <mask> this._defines.REFLECTIONMAP_SPHERICAL = true; <mask> break; <mask> } <mask> } <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/ca098443d5cba5a5e5457500ba1f1217b43adfd7
src/Materials/babylon.standardMaterial.ts