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 |
|---|---|---|---|---|
*/
| <mask> return bone;
<mask> }
<mask> }
<mask> }
<mask>
<mask> return null;
<mask> }
<mask>
</s> Add glTF 2.0 support
- Breaks animation and materials common extension
- KHR_technique_webgl still to be added
Former-commit-id: fc9089705662f07... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
// TODO: animation schema broken
/*
| <mask> */
<mask> var getNodeToRoot = (nodesToRoot: INodeToRoot[], id: string): Bone => {
<mask> for (var i = 0; i < nodesToRoot.length; i++) {
<mask> var nodeToRoot = nodesToRoot[i];
<mask>
<mask> for (var j = 0; j < nodeToRoot.node.children.length; j++) {
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
*/
| <mask> return nodeToRoot.bone;
<mask> }
<mask> }
<mask> }
<mask>
<mask> return null;
<mask> };
<mask>
</s> Add glTF 2.0 support
- Breaks animation and materials common extension
- KHR_technique_webgl still to be added
Former-commit-id: fc9... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var getJointNode = (runtime: IGLTFRuntime, jointName: string): IJointNode => {
// TODO: animation schema broken
/*
var nodes = runtime.nodes;
| <mask>
<mask> /**
<mask> * Returns the node with the joint name
<mask> */
<mask> var getJointNode = (gltfRuntime: IGLTFRuntime, jointName: string): IJointNode => {
<mask> var nodes = gltfRuntime.nodes;
<mask> var node: IGLTFNode = nodes[jointName];
<mask> if (node) {
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
*/
| <mask> };
<mask> }
<mask> }
<mask>
<mask> return null;
<mask> }
<mask>
</s> Add glTF 2.0 support
- Breaks animation and materials common extension
- KHR_technique_webgl still to be added
Former-commit-id: fc9089705662f0711b7ee0eb5deb9d58bbd3e12f </s> remove ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var nodeIsInJoints = (skin: IGLTFSkin, id: string): boolean => {
// TODO: animation schema broken
/*
for (var i = 0; i < skin.jointNames.length; i++) {
if (skin.jointNames[i] === id) {
| <mask>
<mask> /**
<mask> * Checks if a nodes is in joints
<mask> */
<mask> var nodeIsInJoints = (skins: IGLTFSkins, id: string): boolean => {
<mask> for (var i = 0; i < skins.jointNames.length; i++) {
<mask> if (skins.jointNames[i] === id) {
<mask> return tru... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
*/
| <mask> if (skin.jointNames[i] === id) {
<mask> return true;
<mask> }
<mask> }
<mask>
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> * Fills the nodes to root for bones and builds hierarchy
</s> Add glTF 2.0 support
- Breaks animati... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var getNodesToRoot = (runtime: IGLTFRuntime, newSkeleton: Skeleton, skin: IGLTFSkin, nodesToRoot: INodeToRoot[]): void => {
// TODO: animation schema broken
/*
| <mask>
<mask> /**
<mask> * Fills the nodes to root for bones and builds hierarchy
<mask> */
<mask> var getNodesToRoot = (gltfRuntime: IGLTFRuntime, newSkeleton: Skeleton, skins: IGLTFSkins, nodesToRoot: INodeToRoot[]) => {
<mask> // Creates nodes for root
<mask> for (var nde in g... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
for (var nde in runtime.nodes) {
var node: IGLTFNode = runtime.nodes[nde];
| <mask> * Fills the nodes to root for bones and builds hierarchy
<mask> */
<mask> var getNodesToRoot = (gltfRuntime: IGLTFRuntime, newSkeleton: Skeleton, skins: IGLTFSkins, nodesToRoot: INodeToRoot[]) => {
<mask> // Creates nodes for root
<mask> for (var nde in gltfRuntime.nodes) {
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (!node.jointName || nodeIsInJoints(skin, node.jointName)) {
| <mask> for (var nde in gltfRuntime.nodes) {
<mask> var node: IGLTFNode = gltfRuntime.nodes[nde];
<mask> var id = nde;
<mask>
<mask> if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
<mask> continue;
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
*/
| <mask> }
<mask> }
<mask> }
<mask> };
<mask>
<mask> /**
<mask> * Imports a skeleton
<mask> */
<mask> var importSkeleton = (runtime: IGLTFRuntime, skin: IGLTFSkin, mesh: Mesh, newSkeleton: Skeleton, index: number): Skeleton => {
</s> Add glTF 2.0 support
... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
<mask> }
<mask> }
<mask> };
<mask>
<mask> var printMat = (m: Float32Array) => {
<mask> console.log(
<mask> m[0] + "\t" + m[1] + "\t" + m[2] + "\t" + m[3] + "\n" +
<mask> m[4] + "\t" + m[5] + "\t" + m[6] + "\t" + m[7] + "\n" +
<mask> m[8] ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
var importSkeleton = (runtime: IGLTFRuntime, skin: IGLTFSkin, mesh: Mesh, newSkeleton: Skeleton, index: number): Skeleton => {
// TODO: animation schema broken
return null;
/*
| <mask>
<mask> /**
<mask> * Imports a skeleton
<mask> */
<mask> var importSkeleton = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, mesh: Mesh, newSkeleton: Skeleton, id: string): Skeleton => {
<mask>
<mask> if (!newSkeleton) {
<mask> newSkeleton = new Skeleton(skins.name, "... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
newSkeleton = new Skeleton(skin.name, "", runtime.scene);
| <mask> */
<mask> var importSkeleton = (gltfRuntime: IGLTFRuntime, skins: IGLTFSkins, mesh: Mesh, newSkeleton: Skeleton, id: string): Skeleton => {
<mask>
<mask> if (!newSkeleton) {
<mask> newSkeleton = new Skeleton(skins.name, "", gltfRuntime.scene);
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (!skin.babylonSkeleton) {
| <mask> if (!newSkeleton) {
<mask> newSkeleton = new Skeleton(skins.name, "", gltfRuntime.scene);
<mask> }
<mask>
<mask> if (!skins.babylonSkeleton) {
<mask> return newSkeleton;
<mask> }
<mask>
<mask> // Matrices
<mask> var accessor = gl... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var accessor = runtime.accessors[skin.inverseBindMatrices];
var buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
| <mask> return newSkeleton;
<mask> }
<mask>
<mask> // Matrices
<mask> var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
<mask> var buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
<mask>
<mask> var bindShapeMatrix = Matrix.FromA... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var bindShapeMatrix = Matrix.FromArray(skin.bindShapeMatrix);
| <mask> // Matrices
<mask> var accessor = gltfRuntime.accessors[skins.inverseBindMatrices];
<mask> var buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
<mask>
<mask> var bindShapeMatrix = Matrix.FromArray(skins.bindShapeMatrix);
<mask>
<mask> // Find the r... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
getNodesToRoot(runtime, newSkeleton, skin, nodesToRoot);
| <mask> // Find the root bones
<mask> var nodesToRoot: INodeToRoot[] = [];
<mask> var nodesToRootToAdd: Bone[] = [];
<mask>
<mask> getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
<mask> newSkeleton.bones = [];
<mask>
<mask> if (nodesToRoot.length ==... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
for (var i = 0; i < skin.jointNames.length; i++) {
var jointNode = getJointNode(runtime, skin.jointNames[i]);
| <mask> newSkeleton.needInitialSkinMatrix = true;
<mask> }
<mask>
<mask> // Joints
<mask> for (var i = 0; i < skins.jointNames.length; i++) {
<mask> var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
<mask> var node = jointNode.node;
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
Tools.Warn("Joint named " + skin.jointNames[i] + " does not exist");
| <mask> var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
<mask> var node = jointNode.node;
<mask>
<mask> if (!node) {
<mask> Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
<mask> continue;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var existingBone = runtime.scene.getBoneByID(id);
| <mask>
<mask> var id = jointNode.id;
<mask>
<mask> // Optimize, if the bone already exists...
<mask> var existingBone = gltfRuntime.scene.getBoneByID(id);
<mask> if (existingBone) {
<mask> newSkeleton.bones.push(existingBone);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var joint: IGLTFNode = getJointNode(runtime, skin.jointNames[j]).node;
| <mask> var foundBone = false;
<mask> var parentBone: Bone = null;
<mask>
<mask> for (var j = 0; j < i; j++) {
<mask> var joint: IGLTFNode = getJointNode(gltfRuntime, skins.jointNames[j]).node;
<mask>
<mask> if (!joint) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
Tools.Warn("Joint named " + skin.jointNames[j] + " does not exist when looking for parent");
| <mask> for (var j = 0; j < i; j++) {
<mask> var joint: IGLTFNode = getJointNode(gltfRuntime, skins.jointNames[j]).node;
<mask>
<mask> if (!joint) {
<mask> Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
parentBone = getParentBone(runtime, skin, skin.jointNames[j], newSkeleton);
| <mask> foundBone = false;
<mask>
<mask> for (var k = 0; k < children.length; k++) {
<mask> if (children[k] === id) {
<mask> parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
for (var i = 0; i < skin.jointNames.length; i++) {
var jointNode: IJointNode = getJointNode(runtime, skin.jointNames[i]);
| <mask> // Polish
<mask> var bones = newSkeleton.bones;
<mask> newSkeleton.bones = [];
<mask>
<mask> for (var i = 0; i < skins.jointNames.length; i++) {
<mask> var jointNode: IJointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
*/
| <mask> }
<mask>
<mask> return newSkeleton;
<mask> };
<mask>
<mask> /**
<mask> * Imports a mesh and its geometries
<mask> */
</s> Add glTF 2.0 support
- Breaks animation and materials common extension
- KHR_technique_webgl still to be added
Former-commit-id: fc9089705662f0711... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var importMesh = (runtime: IGLTFRuntime, node: IGLTFNode, mesh: IGLTFMesh): Mesh => {
var name = mesh.name || node.name || "mesh" + node.mesh;
var babylonMesh = <Mesh>node.babylonNode;
if (!babylonMesh) {
babylonMesh = new Mesh(name, runtime.babylonScene);
| <mask>
<mask> /**
<mask> * Imports a mesh and its geometries
<mask> */
<mask> var importMesh = (gltfRuntime: IGLTFRuntime, node: IGLTFNode, meshes: string[], id: string, newMesh: Mesh): Mesh => {
<mask> if (!newMesh) {
<mask> newMesh = new Mesh(node.name, gltfRuntime.scene);
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
return babylonMesh;
| <mask> newMesh.id = id;
<mask> }
<mask>
<mask> if (!node.babylonNode) {
<mask> return newMesh;
<mask> }
<mask> var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene);
<mask>
<mask> if (!newMesh.material) {
<mask> newMe... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
<mask>
<mask> if (!node.babylonNode) {
<mask> return newMesh;
<mask> }
<mask> var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene);
<mask>
<mask> if (!newMesh.material) {
<mask> newMesh.material = multiMat;
<mask> }
<mask>
</s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
var multiMat = new MultiMaterial(name, runtime.babylonScene);
if (!babylonMesh.material) {
babylonMesh.material = multiMat;
| <mask> return newMesh;
<mask> }
<mask> var multiMat = new MultiMaterial("multimat" + id, gltfRuntime.scene);
<mask>
<mask> if (!newMesh.material) {
<mask> newMesh.material = multiMat;
<mask> }
<mask>
<mask> var vertexData = new VertexData();
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var geometry = new Geometry(name, runtime.babylonScene, vertexData, false, babylonMesh);
| <mask> newMesh.material = multiMat;
<mask> }
<mask>
<mask> var vertexData = new VertexData();
<mask> var geometry = new Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
<mask>
<mask> var verticesStarts = [];
<mask> var verticesCounts = [];
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
// Positions, normals and UVs
for (var index = 0; index < mesh.primitives.length; index++) {
// Temporary vertex data
var tempVertexData = new VertexData();
| <mask> var verticesCounts = [];
<mask> var indexStarts = [];
<mask> var indexCounts = [];
<mask>
<mask> for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
<mask> var meshID = meshes[meshIndex];
<mask> var mesh: IGLTFMesh = gltfRuntime.meshes... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var primitive = mesh.primitives[index];
if (primitive.mode !== EMeshPrimitiveMode.TRIANGLES) {
// continue;
| <mask> for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
<mask> var meshID = meshes[meshIndex];
<mask> var mesh: IGLTFMesh = gltfRuntime.meshes[meshID];
<mask>
<mask> if (!mesh) {
<mask> continue;
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var attributes = primitive.attributes;
var accessor: IGLTFAccessor = null;
var buffer: any = null;
| <mask> if (!mesh) {
<mask> continue;
<mask> }
<mask>
<mask> // Positions, normals and UVs
<mask> for (var i = 0; i < mesh.primitives.length; i++) {
<mask> // Temporary vertex data
<mask> var tempVertexData = new Ver... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
// Set positions, normal and uvs
for (var semantic in attributes) {
| <mask> for (var i = 0; i < mesh.primitives.length; i++) {
<mask> // Temporary vertex data
<mask> var tempVertexData = new VertexData();
<mask>
<mask> var primitive = mesh.primitives[i];
<mask> if (primitive.mode !== 4) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
// Link accessor and buffer view
accessor = runtime.gltf.accessors[attributes[semantic]];
buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
| <mask> if (primitive.mode !== 4) {
<mask> // continue;
<mask> }
<mask>
<mask> var attributes = primitive.attributes;
<mask> var accessor: IGLTFAccessor = null;
<mask> var buffer: any = null;
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (semantic === "NORMAL") {
tempVertexData.normals = new Float32Array(buffer.length);
(<Float32Array>tempVertexData.normals).set(buffer);
}
else if (semantic === "POSITION") {
if (GLTFFileLoader.Homogeneous... | <mask> var attributes = primitive.attributes;
<mask> var accessor: IGLTFAccessor = null;
<mask> var buffer: any = null;
<mask>
<mask> // Set positions, normal and uvs
<mask> for (var semantic in attributes) {
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
for (var j = 0; j < buffer.length; j += 4) {
tempVertexData.positions[j] = buffer[j];
tempVertexData.positions[j + 1] = buffer[j + 1];
tempVertexData.positions[j + 2] = buffer[j + 2];
| <mask> // Link accessor and buffer view
<mask> accessor = gltfRuntime.accessors[attributes[semantic]];
<mask> buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
<mask>
<mask> if (semantic === "NORMAL") {
<mask> ... | [
"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/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
<mask> tempVertexData.positions[j + 1] = buffer[j + 1];
<mask> tempVertexData.positions[j + 2] = buffer[j + 2];
<mask> }
<mask> }
<mask> else {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
else {
tempVertexData.positions = new Float32Array(buffer.length);
(<Float32Array>tempVertexData.positions).set(buffer);
| <mask> else if (semantic === "WEIGHT") {
<mask> tempVertexData.matricesWeights = new Float32Array(buffer.length);
<mask> (<Float32Array>tempVertexData.matricesWeights).set(buffer);
<mask> }
<mask> else if (s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
verticesCounts.push(tempVertexData.positions.length);
}
else if (semantic.indexOf("TEXCOORD_") !== -1) {
var channel = Number(semantic.split("_")[1]);
var uvKind = VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1))... | <mask> tempVertexData.positions = new Float32Array(buffer.length);
<mask> (<Float32Array>tempVertexData.positions).set(buffer);
<mask> }
<mask> }
<mask> else if (semantic === "WEIGHT") {
<mask> ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
else if (semantic === "WEIGHT") {
tempVertexData.matricesWeights = new Float32Array(buffer.length);
(<Float32Array>tempVertexData.matricesWeights).set(buffer);
}
else if (semantic === "COLOR") {
tempVertexDa... | <mask> tempVertexData.matricesIndices = new Float32Array(buffer.length);
<mask> (<Float32Array>tempVertexData.matricesIndices).set(buffer);
<mask> }
<mask>
<mask> // Indices
<mask> accessor = runtime.gltf.accessors[primitive.indices]... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
// Indices
accessor = runtime.gltf.accessors[primitive.indices];
if (accessor) {
buffer = GLTFUtils.GetBufferFromAccessor(runtime, accessor);
| <mask> (<Float32Array>tempVertexData.colors).set(buffer);
<mask> }
<mask> }
<mask>
<mask> // Indices
<mask> accessor = gltfRuntime.accessors[primitive.indices];
<mask> if (accessor) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
tempVertexData.indices = new Int32Array(buffer.length);
(<Float32Array>tempVertexData.indices).set(buffer);
indexCounts.push(tempVertexData.indices.length);
}
else {
// Set indices on the fly
var indices: numbe... | <mask> accessor = gltfRuntime.accessors[primitive.indices];
<mask> if (accessor) {
<mask> buffer = GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
<mask>
<mask> tempVertexData.indices = new Int32Array(buffer.length);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
<mask> tempVertexData.indices = new Int32Array(buffer.length);
<mask> (<Float32Array>tempVertexData.indices).set(buffer);
<mask> indexCounts.push(tempVertexData.indices.length);
<mask> }
<mask> else {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
tempVertexData.indices = new Int32Array(indices);
indexCounts.push(tempVertexData.indices.length);
}
| <mask> for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
<mask> indices.push(j);
<mask> }
<mask>
<mask> tempVertexData.indices = new Int32Array(indices);
<mask> indexCounts.push(tempVertexData.in... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
vertexData.merge(tempVertexData);
tempVertexData = undefined;
| <mask> tempVertexData.indices = new Int32Array(indices);
<mask> indexCounts.push(tempVertexData.indices.length);
<mask> }
<mask>
<mask> vertexData.merge(tempVertexData);
<mask> tempVertexData = undefined;
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var newMesh = importMesh(runtime, node);
newMesh.skeleton = runtime.babylonScene.getLastSkeletonByID(node.skin);
| <mask> if (node.skin) {
<mask> if (node.meshes) {
<mask> var skin: IGLTFSkins = gltfRuntime.skins[node.skin];
<mask>
<mask> var newMesh = importMesh(gltfRuntime, node, node.meshes, id, <Mesh>node.babylonNode);
<mask> newMesh.skeleton = gltfRunti... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
newMesh.skeleton = importSkeleton(runtime, skin, newMesh, skin.babylonSkeleton, node.skin);
| <mask> var newMesh = importMesh(gltfRuntime, node, node.meshes, id, <Mesh>node.babylonNode);
<mask> newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
<mask>
<mask> if (newMesh.skeleton === null) {
<mask> newMesh.skeleton = impo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
<mask> }
<mask>
<mask> lastNode = newMesh;
<mask> }
<mask> }
<mask> else if (node.meshes) {
<mask> /**
<mask> * Improve meshes property
<mask> */
<mask> var newMesh = importMesh(gltfRuntime, node, node... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
<mask> else if (node.meshes) {
<mask> /**
<mask> * Improve meshes property
<mask> */
<mask> var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, <Mesh>node.babylonNode);
<mask> lastNode = newMesh;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
else if (node.mesh !== undefined) {
babylonNode = importMesh(runtime, node, runtime.gltf.meshes[node.mesh]);
| <mask> */
<mask> var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, <Mesh>node.babylonNode);
<mask> lastNode = newMesh;
<mask> }
<mask> // Lights
<mask> else if (node.light && !node.babylonNode && !gltfRuntime.importOn... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
else if (node.camera !== undefined && !node.babylonNode && !runtime.importOnlyMeshes) {
var camera = runtime.gltf.cameras[node.camera];
| <mask> }
<mask> }
<mask> }
<mask> // Cameras
<mask> else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
<mask> var camera: IGLTFCamera = gltfRuntime.cameras[node.camera];
<mask>
<mask> if (camera) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var orthographicCamera = camera.orthographic;
var orthoCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
| <mask> var camera: IGLTFCamera = gltfRuntime.cameras[node.camera];
<mask>
<mask> if (camera) {
<mask> if (camera.type === "orthographic") {
<mask> var orthographicCamera: IGLTFCameraOrthographic = camera[camera.type];
<mask> var orth... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
orthoCamera.attachControl(runtime.babylonScene.getEngine().getRenderingCanvas());
| <mask> var orthoCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
<mask>
<mask> orthoCamera.name = node.name;
<mask> orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
<mask> orthoCamera.attachControl(gltfRuntime.sc... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
babylonNode = orthoCamera;
| <mask> orthoCamera.name = node.name;
<mask> orthoCamera.mode = Camera.ORTHOGRAPHIC_CAMERA;
<mask> orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
<mask>
<mask> lastNode = orthoCamera;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var perspectiveCamera = camera.perspective;
var persCamera = new FreeCamera(node.name || "camera" + node.camera, Vector3.Zero(), runtime.babylonScene);
| <mask>
<mask> lastNode = orthoCamera;
<mask> }
<mask> else if (camera.type === "perspective") {
<mask> var perspectiveCamera: IGLTFCameraPerspective = camera[camera.type];
<mask> var persCamera = new FreeCamera(node.camer... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
persCamera.attachControl(runtime.babylonScene.getEngine().getRenderingCanvas());
| <mask> var perspectiveCamera: IGLTFCameraPerspective = camera[camera.type];
<mask> var persCamera = new FreeCamera(node.camera, Vector3.Zero(), gltfRuntime.scene);
<mask>
<mask> persCamera.name = node.name;
<mask> persCamera.attachCon... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
perspectiveCamera.aspectRatio = runtime.babylonScene.getEngine().getRenderWidth() / runtime.babylonScene.getEngine().getRenderHeight();
| <mask> persCamera.name = node.name;
<mask> persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
<mask>
<mask> if (!perspectiveCamera.aspectRatio) {
<mask> perspectiveCamera.aspectRatio = gltfRuntime.scene.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
babylonNode = persCamera;
| <mask> persCamera.maxZ = perspectiveCamera.zfar;
<mask> persCamera.minZ = perspectiveCamera.znear;
<mask> }
<mask>
<mask> lastNode = persCamera;
<mask> }
<mask> }
<mask> }
<mask>
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (node.jointName === undefined) {
| <mask> }
<mask> }
<mask>
<mask> // Empty node
<mask> if (!node.jointName) {
<mask> if (node.babylonNode) {
<mask> return node.babylonNode;
<mask> }
<mask> else if (lastNode === null) {
<mask> var dummy = n... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
else if (babylonNode === null) {
var dummy = new Mesh(node.name, runtime.babylonScene);
| <mask> if (!node.jointName) {
<mask> if (node.babylonNode) {
<mask> return node.babylonNode;
<mask> }
<mask> else if (lastNode === null) {
<mask> var dummy = new Mesh(node.name, gltfRuntime.scene);
<mask> node.babylonNode... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
babylonNode = dummy;
| <mask> }
<mask> else if (lastNode === null) {
<mask> var dummy = new Mesh(node.name, gltfRuntime.scene);
<mask> node.babylonNode = dummy;
<mask> lastNode = dummy;
<mask> }
<mask> }
<mask>
<mask> if (lastNode !=... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (babylonNode !== null) {
if (node.matrix && babylonNode instanceof Mesh) {
configureNodeFromMatrix(babylonNode, node, parent);
| <mask> lastNode = dummy;
<mask> }
<mask> }
<mask>
<mask> if (lastNode !== null) {
<mask> if (node.matrix && lastNode instanceof Mesh) {
<mask> configureNodeFromMatrix(lastNode, node, parent);
<mask> }
<mask> else {... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
configureNode(babylonNode, Vector3.FromArray(translation), Quaternion.RotationAxis(Vector3.FromArray(rotation).normalize(), rotation[3]), Vector3.FromArray(scale));
| <mask> else {
<mask> var translation = node.translation || [0, 0, 0];
<mask> var rotation = node.rotation || [0, 0, 0, 1];
<mask> var scale = node.scale || [1, 1, 1];
<mask> configureNode(lastNode, Vector3.FromArray(translation), Quaternio... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
babylonNode.updateCache(true);
node.babylonNode = babylonNode;
| <mask> var scale = node.scale || [1, 1, 1];
<mask> configureNode(lastNode, Vector3.FromArray(translation), Quaternion.RotationAxis(Vector3.FromArray(rotation).normalize(), rotation[3]), Vector3.FromArray(scale));
<mask> }
<mask>
<mask> lastNode.updateCache(t... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
return babylonNode;
| <mask> lastNode.updateCache(true);
<mask> node.babylonNode = lastNode;
<mask> }
<mask>
<mask> return lastNode;
<mask> };
<mask>
<mask> /**
<mask> * Traverses nodes and creates them
<mask> */
</s> Add glTF 2.0 support
- Breaks animation and materials c... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var traverseNodes = (runtime: IGLTFRuntime, index: number, parent: Node, meshIncluded?: boolean): void => {
var node: IGLTFNode = runtime.gltf.nodes[index];
| <mask>
<mask> /**
<mask> * Traverses nodes and creates them
<mask> */
<mask> var traverseNodes = (gltfRuntime: IGLTFRuntime, id: string, parent: Node, meshIncluded?: boolean) => {
<mask> var node: IGLTFNode = gltfRuntime.nodes[id];
<mask> var newNode: Node = null;
<mask>
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (runtime.importOnlyMeshes && !meshIncluded) {
if (runtime.importMeshesNames.indexOf(node.name) !== -1 || runtime.importMeshesNames.length === 0) {
| <mask> var traverseNodes = (gltfRuntime: IGLTFRuntime, id: string, parent: Node, meshIncluded?: boolean) => {
<mask> var node: IGLTFNode = gltfRuntime.nodes[id];
<mask> var newNode: Node = null;
<mask>
<mask> if (gltfRuntime.importOnlyMeshes && !meshIncluded) {
<mask> if (... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (node.jointName === undefined && meshIncluded) {
newNode = importNode(runtime, node, parent);
| <mask> else {
<mask> meshIncluded = true;
<mask> }
<mask>
<mask> if (!node.jointName && meshIncluded) {
<mask> newNode = importNode(gltfRuntime, node, id, parent);
<mask>
<mask> if (newNode !== null) {
<mask> newNode.id = id;
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
<mask> if (!node.jointName && meshIncluded) {
<mask> newNode = importNode(gltfRuntime, node, id, parent);
<mask>
<mask> if (newNode !== null) {
<mask> newNode.id = id;
<mask> newNode.parent = parent;
<mask> }
<mask> }
<mask>
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts | |
traverseNodes(runtime, node.children[i], newNode, meshIncluded);
| <mask> }
<mask>
<mask> if (node.children) {
<mask> for (var i = 0; i < node.children.length; i++) {
<mask> traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
<mask> }
<mask> }
<mask> };
<mask>
<mask> /**
</s> Add glTF... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var importScene = (runtime: IGLTFRuntime): void => {
var scene = runtime.gltf.scene || 0;
var scenes = runtime.gltf.scenes;
| <mask> }
<mask> }
<mask> };
<mask>
<mask> /**
<mask> * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
<mask> */
<mask> var postLoad = (gltfRuntime: IGLTFRuntime) => {
<mask> // Nodes
<mask> var currentScene: I... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public getPosition(): number {
return this._byteOffset;
}
| <mask> var onShaderCompileSuccess = (gltfRuntime: IGLTFRuntime, shaderMaterial: ShaderMaterial, technique: IGLTFTechnique, material: IGLTFMaterial, unTreatedUniforms: Object, onSuccess: (shaderMaterial: ShaderMaterial) => void) => {
<mask> return (_: Effect) => {
<mask> prepareShaderMaterialU... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public getLength(): number {
return this._arrayBuffer.byteLength;
| <mask> };
<mask> };
<mask> };
<mask>
<mask> /**
<mask> * Returns the appropriate uniform if already handled by babylon
<mask> */
<mask> var parseShaderUniforms = (tokenizer: Tokenizer, technique: IGLTFTechnique, unTreatedUniforms: Object): string => {
<mask> for... | [
"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/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public readUint32(): number {
var value = this._dataView.getUint32(this._byteOffset, true);
this._byteOffset += 4;
return value;
}
| <mask> }
<mask> }
<mask> }
<mask>
<mask> return tokenizer.currentIdentifier;
<mask> };
<mask>
<mask> /**
<mask> * All shaders loaded. Create materials one by one
<mask> */
<mask> var importMaterials = (gltfRuntime: IGLTFRuntime) => {
</s> Add... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public readUint8Array(length: number): Uint8Array {
var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
this._byteOffset += length;
return value;
| <mask>
<mask> return tokenizer.currentIdentifier;
<mask> };
<mask>
<mask> /**
<mask> * All shaders loaded. Create materials one by one
<mask> */
<mask> var importMaterials = (gltfRuntime: IGLTFRuntime) => {
<mask> // Create materials
<mask> for (var mat in gltfRun... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
}
| <mask> // Create materials
<mask> for (var mat in gltfRuntime.materials) {
<mask> GLTFFileLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, (material: Material) => { }, () => { });
<mask> }
<mask> };
<mask>
<mask> /**
<mask> * Implementation of the base glTF sp... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
* glTF File Loader Plugin
| <mask> }
<mask> };
<mask>
<mask> /**
<mask> * Implementation of the base glTF spec
<mask> */
<mask> export class GLTFFileLoaderBase {
<mask> public static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime {
<mask> var gltfRuntime: IGLTF... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
export class GLTFFileLoader implements ISceneLoaderPluginAsync {
/**
* Public members
*/
public extensions: ISceneLoaderPluginExtensions = {
".gltf": { isBinary: false },
".glb": { isBinary: true }
};
| <mask>
<mask> /**
<mask> * Implementation of the base glTF spec
<mask> */
<mask> export class GLTFFileLoaderBase {
<mask> public static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime {
<mask> var gltfRuntime: IGLTFRuntime = {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
/**
* Private members
*/
// None
| <mask> if (parsedData.lights) {
<mask> parseObject(parsedData.lights, "lights", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.cameras) {
<mask> parseObject(parsedData.cameras, "cameras", gltfRuntime);
<mask> }
<mask>
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
/**
* Static members
*/
public static HomogeneousCoordinates: boolean = false;
public static IncrementalLoading: boolean = true;
| <mask> if (parsedData.cameras) {
<mask> parseObject(parsedData.cameras, "cameras", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.nodes) {
<mask> parseObject(parsedData.nodes, "nodes", gltfRuntime);
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static Extensions: { [name: string]: GLTFFileLoaderExtension } = {};
| <mask> if (parsedData.nodes) {
<mask> parseObject(parsedData.nodes, "nodes", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.images) {
<mask> parseObject(parsedData.images, "images", gltfRuntime);
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static RegisterExtension(extension: GLTFFileLoaderExtension): void {
if (GLTFFileLoader.Extensions[extension.name]) {
Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
return;
| <mask> if (parsedData.images) {
<mask> parseObject(parsedData.images, "images", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.textures) {
<mask> parseObject(parsedData.textures, "textures", gltfRuntime);
<mask> }
<mask>
<ma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
GLTFFileLoader.Extensions[extension.name] = extension;
}
| <mask> if (parsedData.textures) {
<mask> parseObject(parsedData.textures, "textures", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.shaders) {
<mask> parseShaders(parsedData.shaders, gltfRuntime);
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static LoadMaterial(runtime: IGLTFRuntime, index: number): IGLTFMaterial {
var material = runtime.gltf.materials[index];
if (!material) return null;
| <mask> if (parsedData.shaders) {
<mask> parseShaders(parsedData.shaders, gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.programs) {
<mask> parseObject(parsedData.programs, "programs", gltfRuntime);
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
material.babylonMaterial = new PBRMaterial(material.name || "mat" + index, runtime.babylonScene);
material.babylonMaterial.sideOrientation = Material.CounterClockWiseSideOrientation;
material.babylonMaterial.useScalarInLinearSpace = true;
return material;
}
| <mask> if (parsedData.programs) {
<mask> parseObject(parsedData.programs, "programs", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.samplers) {
<mask> parseObject(parsedData.samplers, "samplers", gltfRuntime);
<mask> }
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static LoadMetallicRoughnessMaterialProperties = (runtime: IGLTFRuntime, material: IGLTFMaterial): void => {
var properties = material.pbrMetallicRoughness;
if (!properties) return;
| <mask> if (parsedData.samplers) {
<mask> parseObject(parsedData.samplers, "samplers", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.techniques) {
<mask> parseObject(parsedData.techniques, "techniques", gltfRuntime);
<mask> }
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
material.babylonMaterial.albedoColor = properties.baseColorFactor ? Color3.FromArray(properties.baseColorFactor) : new Color3(1, 1, 1);
material.babylonMaterial.metallic = properties.metallicFactor === undefined ? 1 : properties.metallicFactor;
material.babylonMaterial.roughness = ... | <mask> if (parsedData.techniques) {
<mask> parseObject(parsedData.techniques, "techniques", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.materials) {
<mask> parseObject(parsedData.materials, "materials", gltfRuntime);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (properties.baseColorTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, properties.baseColorTexture,
texture => {
material.babylonMaterial.albedoTexture = texture;
},
() => {
... | <mask> if (parsedData.materials) {
<mask> parseObject(parsedData.materials, "materials", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.animations) {
<mask> parseObject(parsedData.animations, "animations", gltfRuntime);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (properties.metallicRoughnessTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, properties.metallicRoughnessTexture,
texture => {
material.babylonMaterial.metallicTexture = texture;
material.babylonMaterial.useRoughn... | <mask> if (parsedData.animations) {
<mask> parseObject(parsedData.animations, "animations", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.skins) {
<mask> parseObject(parsedData.skins, "skins", gltfRuntime);
<mask> }
<mask>
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
}
| <mask> Tools.Warn("Failed to load metallic roughness texture");
<mask> });
<mask> }
<mask>
<mask> public static LoadCommonMaterialProperties(runtime: IGLTFRuntime, material: IGLTFMaterial): void {
<mask> if (material.normalTexture) {
<m... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static LoadCommonMaterialProperties(runtime: IGLTFRuntime, material: IGLTFMaterial): void {
if (material.normalTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.normalTexture, babylonTexture => {
material.babylonMaterial.bumpTexture = babylonT... | <mask> if (parsedData.skins) {
<mask> parseObject(parsedData.skins, "skins", gltfRuntime);
<mask> }
<mask>
<mask> if (parsedData.scenes) {
<mask> gltfRuntime.scenes = parsedData.scenes;
<mask> }
<mask>
<mask> if (pars... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (material.occlusionTexture) {
GLTFFileLoader.LoadTextureAsync(runtime, material.occlusionTexture, babylonTexture => {
material.babylonMaterial.ambientTexture = babylonTexture;
if (material.occlusionTexture.strength !== undefined) {
... | <mask> if (parsedData.scenes) {
<mask> gltfRuntime.scenes = parsedData.scenes;
<mask> }
<mask>
<mask> if (parsedData.scene && parsedData.scenes) {
<mask> gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
<mask> }
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
material.babylonMaterial.useEmissiveAsIllumination = (material.emissiveFactor || material.emissiveTexture) ? true : false;
material.babylonMaterial.emissiveColor = material.emissiveFactor ? Color3.FromArray(material.emissiveFactor) : new Color3(0, 0, 0);
if (material.emissiveTextur... | <mask> if (parsedData.scene && parsedData.scenes) {
<mask> gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
<mask> }
<mask>
<mask> return gltfRuntime;
<mask> }
<mask>
<mask> public static LoadBufferAsync(gltfRuntime: IGLTFRunti... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
public static LoadTextureAsync(runtime: IGLTFRuntime, textureInfo: IGLTFTextureInfo, onSuccess: (babylonTexture: Texture) => void, onError: () => void): void {
var texture = runtime.gltf.textures[textureInfo.index];
| <mask> Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, data => onSuccess(new Uint8Array(data)), null, null, true, onError);
<mask> }
<mask> }
<mask>
<mask> public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (!texture || texture.source === undefined || texture.sampler === undefined) {
| <mask>
<mask> public static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: () => void): void {
<mask> var texture: IGLTFTexture = gltfRuntime.textures[id];
<mask>
<mask> if (!texture || !texture.source) {
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
onSuccess(texture.babylonTexture);
| <mask> return;
<mask> }
<mask>
<mask> if (texture.babylonTexture) {
<mask> onSuccess(null);
<mask> return;
<mask> }
<mask>
<mask> var source: IGLTFImage = gltfRuntime.images[texture.source];
<mask>
</s> Add glT... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
var source = runtime.gltf.images[texture.source];
| <mask> onSuccess(null);
<mask> return;
<mask> }
<mask>
<mask> var source: IGLTFImage = gltfRuntime.images[texture.source];
<mask>
<mask> if (GLTFUtils.IsBase64(source.uri)) {
<mask> setTimeout(() => onSuccess(new Uint8Array(GL... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
if (source.uri === undefined) {
var bufferView: IGLTFBufferView = runtime.gltf.bufferViews[source.bufferView];
var buffer = GLTFUtils.GetBufferFromBufferView(runtime, bufferView, 0, bufferView.byteLength, EComponentType.UNSIGNED_BYTE);
GLTFFileLoader.Create... | <mask> }
<mask>
<mask> var source: IGLTFImage = gltfRuntime.images[texture.source];
<mask>
<mask> if (GLTFUtils.IsBase64(source.uri)) {
<mask> setTimeout(() => onSuccess(new Uint8Array(GLTFUtils.DecodeBase64(source.uri))));
<mask> }
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/d4afc541ab07073f0c204f7424af3de593f95be0 | loaders/src/glTF/babylon.glTFFileLoader.ts |
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