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})();
<mask> // Statics <mask> Effect.ShadersStore = {}; <mask> Effect.IncludesShadersStore = {}; <mask> return Effect; <mask> }()); <mask> BABYLON.Effect = Effect; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for 3dsma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.effect.js
})();
<mask> fresnelParameters.power = parsedFresnelParameters.power || 1.0; <mask> return fresnelParameters; <mask> }; <mask> return FresnelParameters; <mask> }()); <mask> BABYLON.FresnelParameters = FresnelParameters; <mask> })(BABYLON || (BABYLON = {})); </s> Adding ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.fresnelParameters.js
})();
<mask> } <mask> return result; <mask> }; <mask> return MaterialDefines; <mask> }()); <mask> BABYLON.MaterialDefines = MaterialDefines; <mask> var Material = (function () { <mask> function Material(name, scene, doNotAdd) { <mask> this.name ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.material.js
})();
<mask> __decorate([ <mask> BABYLON.serialize() <mask> ], Material.prototype, "fillMode", null); <mask> return Material; <mask> }()); <mask> BABYLON.Material = Material; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per ve...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.material.js
})();
<mask> effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d); <mask> } <mask> }; <mask> return MaterialHelper; <mask> }()); <mask> BABYLON.MaterialHelper = MaterialHelper; <mask> })(BABYLON || (BABYLON = {})); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.materialHelper.js
})(BABYLON.Material);
<mask> } <mask> return serializationObject; <mask> }; <mask> return MultiMaterial; <mask> }(BABYLON.Material)); <mask> BABYLON.MultiMaterial = MultiMaterial; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.multiMaterial.js
})(BABYLON.MaterialDefines);
<mask> this.USEPMREMREFRACTION = false; <mask> this._keys = Object.keys(this); <mask> } <mask> return PBRMaterialDefines; <mask> }(BABYLON.MaterialDefines)); <mask> /** <mask> * The Physically based material of BJS. <mask> * <mask> * This offers th...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.pbrMaterial.js
})(BABYLON.Material);
<mask> __decorate([ <mask> BABYLON.serialize() <mask> ], PBRMaterial.prototype, "useLogarithmicDepth", null); <mask> return PBRMaterial; <mask> }(BABYLON.Material)); <mask> BABYLON.PBRMaterial = PBRMaterial; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.pbrMaterial.js
})(BABYLON.Material);
<mask> } <mask> return material; <mask> }; <mask> return ShaderMaterial; <mask> }(BABYLON.Material)); <mask> BABYLON.ShaderMaterial = ShaderMaterial; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for 3dsmax...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.shaderMaterial.js
})(BABYLON.MaterialDefines);
<mask> this.REFLECTIONOVERALPHA = false; <mask> this.rebuild(); <mask> } <mask> return StandardMaterialDefines; <mask> }(BABYLON.MaterialDefines)); <mask> var StandardMaterial = (function (_super) { <mask> __extends(StandardMaterial, _super); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.standardMaterial.js
})(BABYLON.Material);
<mask> __decorate([ <mask> BABYLON.serialize() <mask> ], StandardMaterial.prototype, "useLogarithmicDepth", null); <mask> return StandardMaterial; <mask> }(BABYLON.Material)); <mask> BABYLON.StandardMaterial = StandardMaterial; <mask> })(BABYLON || (BABYLON = {})); </...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Materials/babylon.standardMaterial.js
})();
<mask> r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3)); <mask> SIMD.float32x4.storeXYZ(result._data, 0, r); <mask> }; <mask> return SIMDVector3; <mask> }()); <mask> BABYLON.SIMDVector3 = SIMDVector3; <mask> var SIMDMatrix = (function () { <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.SIMD.js
})();
<mask> SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIM...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.SIMD.js
})();
<mask> SIMDHelper._isEnabled = true; <mask> }; <mask> SIMDHelper._isEnabled = false; <mask> return SIMDHelper; <mask> }()); <mask> BABYLON.SIMDHelper = SIMDHelper; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.SIMD.js
})();
<mask> if (max === void 0) { max = 1; } <mask> return Math.min(max, Math.max(min, value)); <mask> }; <mask> return MathTools; <mask> }()); <mask> BABYLON.MathTools = MathTools; <mask> var Color3 = (function () { <mask> function Color3(r, g, b) { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Color3.Magenta = function () { return new Color3(1, 0, 1); }; <mask> Color3.Yellow = function () { return new Color3(1, 1, 0); }; <mask> Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); }; <mask> return Color3; <mask> }()); <mask> BABYLON.Color3 = Color3...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> } <mask> return colors; <mask> }; <mask> return Color4; <mask> }()); <mask> BABYLON.Color4 = Color4; <mask> var Vector2 = (function () { <mask> function Vector2(x, y) { <mask> this.x = x; <mask> this.y = y; </s> Adding...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> var y = value1.y - value2.y; <mask> return (x * x) + (y * y); <mask> }; <mask> return Vector2; <mask> }()); <mask> BABYLON.Vector2 = Vector2; <mask> var Vector3 = (function () { <mask> function Vector3(x, y, z) { <mask> this.x = x; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> ref.y = yaw; <mask> ref.z = roll; <mask> }; <mask> return Vector3; <mask> }()); <mask> BABYLON.Vector3 = Vector3; <mask> //Vector4 class created for EulerAngle class conversion to Quaternion <mask> var Vector4 = (function () { <mask> functi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> center.scaleInPlace(0.5); <mask> return center; <mask> }; <mask> return Vector4; <mask> }()); <mask> BABYLON.Vector4 = Vector4; <mask> var Size = (function () { <mask> function Size(width, height) { <mask> this.width = width; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Size.Zero = function () { <mask> return new Size(0, 0); <mask> }; <mask> return Size; <mask> }()); <mask> BABYLON.Size = Size; <mask> var Quaternion = (function () { <mask> function Quaternion(x, y, z, w) { <mask> if (x === void 0) { x ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> } <mask> return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w)); <mask> }; <mask> return Quaternion; <mask> }()); <mask> BABYLON.Quaternion = Quater...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Matrix._xAxis = Vector3.Zero(); <mask> Matrix._yAxis = Vector3.Zero(); <mask> Matrix._zAxis = Vector3.Zero(); <mask> return Matrix; <mask> }()); <mask> BABYLON.Matrix = Matrix; <mask> var Plane = (function () { <mask> function Plane(a, b, c, d) { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); <mask> return Vector3.Dot(point, normal) + d; <mask> }; <mask> return Plane; <mask> }()); <mask> BABYLON.Plane = Plane; <mask> var Viewport = (function () { <mask> funct...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Viewport.prototype.toGlobal = function (renderWidth, renderHeight) { <mask> return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight); <mask> }; <mask> return Viewport; <mask> }()); <mask> BABYLON.Viewp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> frustumPlanes[5].d = transform.m[15] + transform.m[13]; <mask> frustumPlanes[5].normalize(); <mask> }; <mask> return Frustum; <mask> }()); <mask> BABYLON.Frustum = Frustum; <mask> (function (Space) { <mask> Space[Space["LOCAL"] = 0] = "LOCAL"; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Axis.X = new Vector3(1, 0, 0); <mask> Axis.Y = new Vector3(0, 1, 0); <mask> Axis.Z = new Vector3(0, 0, 1); <mask> return Axis; <mask> }()); <mask> BABYLON.Axis = Axis; <mask> ; <mask> var BezierCurve = (function () { <mask> function BezierCurve() {...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + <mask> Math.pow(refinedT, 3); <mask> }; <mask> return BezierCurve; <mask> }()); <mask> BABYLON.BezierCurve = BezierCurve; <mask> (function (Orientation) { <mask> Orientation[Orientation["...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Angle.FromDegrees = function (degrees) { <mask> return new Angle(degrees * Math.PI / 180); <mask> }; <mask> return Angle; <mask> }()); <mask> BABYLON.Angle = Angle; <mask> var Arc2 = (function () { <mask> function Arc2(startPoint, midPoint, endPoint...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW; <mask> this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1); <mask> } <mask> return Arc2; <mask> }()); <mask> BABYLON.Arc2 = Arc2; <mask> var Path2 = ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Path2.StartingAt = function (x, y) { <mask> return new Path2(x, y); <mask> }; <mask> return Path2; <mask> }()); <mask> BABYLON.Path2 = Path2; <mask> var Path3D = (function () { <mask> /** <mask> * new Path3D(path, normal, raw) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> normal0.normalize(); <mask> return normal0; <mask> }; <mask> return Path3D; <mask> }()); <mask> BABYLON.Path3D = Path3D; <mask> var Curve3 = (function () { <mask> /** <mask> * A Curve3 object is a logical object, so not a mesh, to hand...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> } <mask> return l; <mask> }; <mask> return Curve3; <mask> }()); <mask> BABYLON.Curve3 = Curve3; <mask> // SphericalHarmonics <mask> var SphericalHarmonics = (function () { <mask> function SphericalHarmonics() { <mask> this.L00 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> this.L21 = this.L21.scale(scale); <mask> this.L22 = this.L22.scale(scale); <mask> }; <mask> return SphericalHarmonics; <mask> }()); <mask> BABYLON.SphericalHarmonics = SphericalHarmonics; <mask> // SphericalPolynomial <mask> var SphericalPolynomial ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> result.xy = harmonics.L2_2.scale(0.858086); <mask> return result; <mask> }; <mask> return SphericalPolynomial; <mask> }()); <mask> BABYLON.SphericalPolynomial = SphericalPolynomial; <mask> // Vertex formats <mask> var PositionNormalVertex = (functio...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> PositionNormalVertex.prototype.clone = function () { <mask> return new PositionNormalVertex(this.position.clone(), this.normal.clone()); <mask> }; <mask> return PositionNormalVertex; <mask> }()); <mask> BABYLON.PositionNormalVertex = PositionNormalVertex; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> PositionNormalTextureVertex.prototype.clone = function () { <mask> return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone()); <mask> }; <mask> return PositionNormalTextureVertex; <mask> }()); <mask> BABYLON.PositionNormal...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})();
<mask> Matrix.Zero(), Matrix.Zero(), <mask> Matrix.Zero(), Matrix.Zero(), <mask> Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough <mask> return Tmp; <mask> }()); <mask> BABYLON.Tmp = Tmp; <mask> })(BABYLON || (BABYLON = {})); </s> Add...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Math/babylon.math.js
})(BABYLON.Node);
<mask> AbstractMesh._BILLBOARDMODE_Y = 2; <mask> AbstractMesh._BILLBOARDMODE_Z = 4; <mask> AbstractMesh._BILLBOARDMODE_ALL = 7; <mask> return AbstractMesh; <mask> }(BABYLON.Node)); <mask> BABYLON.AbstractMesh = AbstractMesh; <mask> })(BABYLON || (BABYLON = {})); </s> Addi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.abstractMesh.js
})();
<mask> Vertex.prototype.interpolate = function (other, t) { <mask> return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t)); <mask> }; <mask> return Vertex; <mask> }()); <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.csg.js
})();
<mask> // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a <mask> // point is on the plane. <mask> Plane.EPSILON = 1e-5; <mask> return Plane; <mask> }()); <mask> // # class Polygon <mask> // Represents a convex polygon. The vertices ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.csg.js
})();
<mask> this.vertices.reverse().map(function (v) { v.flip(); }); <mask> this.plane.flip(); <mask> }; <mask> return Polygon; <mask> }()); <mask> // # class Node <mask> // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons <mask> //...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.csg.js
})();
<mask> this.back.build(back); <mask> } <mask> }; <mask> return Node; <mask> }()); <mask> var CSG = (function () { <mask> function CSG() { <mask> this.polygons = new Array(); <mask> } <mask> // Convert BABYLON.Mesh to BABYL...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.csg.js
})();
<mask> mesh.computeWorldMatrix(true); <mask> return mesh; <mask> }; <mask> return CSG; <mask> }()); <mask> BABYLON.CSG = CSG; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for 3dsmax exporter Former-commi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.csg.js
})();
<mask> scene.pushGeometry(geometry, true); <mask> return geometry; <mask> }; <mask> return Geometry; <mask> }()); <mask> BABYLON.Geometry = Geometry; <mask> /////// Primitives ////////////////////////////////////////////// <mask> var Geometry; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(Geometry);
<mask> serializationObject.canBeRegenerated = this.canBeRegenerated(); <mask> return serializationObject; <mask> }; <mask> return _Primitive; <mask> }(Geometry)); <mask> Primitives._Primitive = _Primitive; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> Ribbon.prototype.copy = function (id) { <mask> return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side); <mask> }; <mask> return Ribbon; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(box, true); <mask> return box; <mask> }; <mask> return Box; <mask> }(_Primitive)); <mask> Primitives.Box = Box; <mask> var Sphere = (function (_super) { <mask> __...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(sphere, true); <mask> return sphere; <mask> }; <mask> return Sphere; <mask> }(_Primitive)); <mask> Primitives.Sphere = Sphere; <mask> var Disc = (function (_super) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> Disc.prototype.copy = function (id) { <mask> return new Disc(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side); <mask> }; <mask> return Disc; <mask> }(_Primitive)); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(cylinder, true); <mask> return cylinder; <mask> }; <mask> return Cylinder; <mask> }(_Primitive)); <mask> Primitives.Cylinder = Cylinder; <mask> var Torus = (function (_super) { <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(torus, true); <mask> return torus; <mask> }; <mask> return Torus; <mask> }(_Primitive)); <mask> Primitives.Torus = Torus; <mask> var Ground = (function (_super) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(ground, true); <mask> return ground; <mask> }; <mask> return Ground; <mask> }(_Primitive)); <mask> Primitives.Ground = Ground; <mask> var TiledGround = (function (_super) { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> TiledGround.prototype.copy = function (id) { <mask> return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null); <mask> }; <mask> return TiledGroun...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(plane, true); <mask> return plane; <mask> }; <mask> return Plane; <mask> }(_Primitive)); <mask> Primitives.Plane = Plane; <mask> var TorusKnot = (function (_super) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(_Primitive);
<mask> scene.pushGeometry(torusKnot, true); <mask> return torusKnot; <mask> }; <mask> return TorusKnot; <mask> }(_Primitive)); <mask> Primitives.TorusKnot = TorusKnot; <mask> })(Primitives = Geometry.Primitive...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.geometry.js
})(BABYLON.Mesh);
<mask> } <mask> } <mask> }; <mask> return GroundMesh; <mask> }(BABYLON.Mesh)); <mask> BABYLON.GroundMesh = GroundMesh; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for 3dsmax exporter Former-commit-i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.groundMesh.js
})(BABYLON.AbstractMesh);
<mask> this._sourceMesh.instances.splice(index, 1); <mask> _super.prototype.dispose.call(this, doNotRecurse); <mask> }; <mask> return InstancedMesh; <mask> }(BABYLON.AbstractMesh)); <mask> BABYLON.InstancedMesh = InstancedMesh; <mask> })(BABYLON || (BABYLON = {}));...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.instancedMesh.js
})(BABYLON.Mesh);
<mask> LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) { <mask> return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren); <mask> }; <mask> return LinesMesh; <mask> }(BABYLON.Mesh)); <mask> BABYLON.LinesMesh = LinesMesh;...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.linesMesh.js
})();
<mask> this.visibleInstances = new Array(); <mask> this.renderSelf = new Array(); <mask> } <mask> return _InstancesBatch; <mask> }()); <mask> BABYLON._InstancesBatch = _InstancesBatch; <mask> var Mesh = (function (_super) { <mask> __extends(Mesh, _supe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.mesh.js
})(BABYLON.AbstractMesh);
<mask> Mesh._CAP_START = 1; <mask> Mesh._CAP_END = 2; <mask> Mesh._CAP_ALL = 3; <mask> return Mesh; <mask> }(BABYLON.AbstractMesh)); <mask> BABYLON.Mesh = Mesh; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for 3ds...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.mesh.js
})();
<mask> } <mask> geometry.setAllVerticesData(vertexData, parsedVertexData.updatable); <mask> }; <mask> return VertexData; <mask> }()); <mask> BABYLON.VertexData = VertexData; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influen...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.mesh.vertexData.js
})();
<mask> extrudedGeneric.cap = cap; <mask> return extrudedGeneric; <mask> }; <mask> return MeshBuilder; <mask> }()); <mask> BABYLON.MeshBuilder = MeshBuilder; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshBuilder.js
})();
<mask> this.distance = distance; <mask> this.mesh = mesh; <mask> } <mask> return MeshLODLevel; <mask> }()); <mask> Internals.MeshLODLevel = MeshLODLevel; <mask> })(Internals = BABYLON.Internals || (BABYLON.Internals = {})); <mask> })(BA...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshLODLevel.js
})();
<mask> this.distance = distance; <mask> this.optimizeMesh = optimizeMesh; <mask> } <mask> return SimplificationSettings; <mask> }()); <mask> BABYLON.SimplificationSettings = SimplificationSettings; <mask> var SimplificationQueue = (function () { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})();
<mask> return new QuadraticErrorSimplification(task.mesh); <mask> } <mask> }; <mask> return SimplificationQueue; <mask> }()); <mask> BABYLON.SimplificationQueue = SimplificationQueue; <mask> /** <mask> * The implemented types of simplification. <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})();
<mask> this.deletePending = false; <mask> this.borderFactor = 0; <mask> } <mask> return DecimationTriangle; <mask> }()); <mask> BABYLON.DecimationTriangle = DecimationTriangle; <mask> var DecimationVertex = (function () { <mask> function DecimationVert...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})();
<mask> DecimationVertex.prototype.updatePosition = function (newPosition) { <mask> this.position.copyFrom(newPosition); <mask> }; <mask> return DecimationVertex; <mask> }()); <mask> BABYLON.DecimationVertex = DecimationVertex; <mask> var QuadraticMatrix = (function...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})();
<mask> QuadraticMatrix.DataFromNumbers = function (a, b, c, d) { <mask> return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d]; <mask> }; <mask> return QuadraticMatrix; <mask> }()); <mask> BABYLON.QuadraticMatrix = QuadraticMatrix; <mask> var...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})();
<mask> this.vertexId = vertexId; <mask> this.triangleId = triangleId; <mask> } <mask> return Reference; <mask> }()); <mask> BABYLON.Reference = Reference; <mask> /** <mask> * An implementation of the Quadratic Error simplification algorithm. <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})();
<mask> } <mask> return error; <mask> }; <mask> return QuadraticErrorSimplification; <mask> }()); <mask> BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influenc...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.meshSimplification.js
})(BABYLON.Vector2);
<mask> _super.call(this, original.x, original.y); <mask> this.index = index; <mask> } <mask> return IndexedVector2; <mask> }(BABYLON.Vector2)); <mask> var PolygonPoints = (function () { <mask> function PolygonPoints() { <mask> this.elements = n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.polygonMesh.js
})();
<mask> height: lmax.y - lmin.y <mask> }; <mask> }; <mask> return PolygonPoints; <mask> }()); <mask> var Polygon = (function () { <mask> function Polygon() { <mask> } <mask> Polygon.Rectangle = function (xmin, ymin, xmax, ymax) { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.polygonMesh.js
})();
<mask> Polygon.StartingAt = function (x, y) { <mask> return BABYLON.Path2.StartingAt(x, y); <mask> }; <mask> return Polygon; <mask> }()); <mask> BABYLON.Polygon = Polygon; <mask> var PolygonMeshBuilder = (function () { <mask> function PolygonMeshBuilder(na...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.polygonMesh.js
})();
<mask> } <mask> ; <mask> }; <mask> return PolygonMeshBuilder; <mask> }()); <mask> BABYLON.PolygonMeshBuilder = PolygonMeshBuilder; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vertex for 3dsmax exporter Former-...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.polygonMesh.js
})();
<mask> } <mask> return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh); <mask> }; <mask> return SubMesh; <mask> }()); <mask> BABYLON.SubMesh = SubMesh; <mask> })(BABYLON || (BABYLON = {}))...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.subMesh.js
})();
<mask> VertexBuffer._MatricesWeightsKind = "matricesWeights"; <mask> VertexBuffer._MatricesIndicesExtraKind = "matricesIndicesExtra"; <mask> VertexBuffer._MatricesWeightsExtraKind = "matricesWeightsExtra"; <mask> return VertexBuffer; <mask> }()); <mask> BABYLON.VertexBuffer...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Mesh/babylon.vertexBuffer.js
})();
<mask> other.angle = this.angle; <mask> other.angularSpeed = this.angularSpeed; <mask> }; <mask> return Particle; <mask> }()); <mask> BABYLON.Particle = Particle; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence per vert...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.particle.js
})();
<mask> // Statics <mask> ParticleSystem.BLENDMODE_ONEONE = 0; <mask> ParticleSystem.BLENDMODE_STANDARD = 1; <mask> return ParticleSystem; <mask> }()); <mask> BABYLON.ParticleSystem = ParticleSystem; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.particleSystem.js
})();
<mask> enumerable: true, <mask> configurable: true <mask> }); <mask> return SolidParticle; <mask> }()); <mask> BABYLON.SolidParticle = SolidParticle; <mask> var ModelShape = (function () { <mask> function ModelShape(id, shape, shapeUV, posFunction, vtx...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticle.js
})();
<mask> this._positionFunction = posFunction; <mask> this._vertexFunction = vtxFunction; <mask> } <mask> return ModelShape; <mask> }()); <mask> BABYLON.ModelShape = ModelShape; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticle.js
* Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
<mask> var BABYLON; <mask> (function (BABYLON) { <mask> /** <mask> * Full documentation here : http://doc.babylonjs.com/tutorials/Solid_Particle_System <mask> */ <mask> var SolidParticleSystem = (function () { <mask> /** <mask> * Creates a SPS (Solid Particle System) object. <ma...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
<mask> */ <mask> this.counter = 0; <mask> /** <mask> * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity. <mask> * Please read : http://doc.babylonjs.com/tutorials/Solid_Particle_...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
<mask> this.pickedParticles = null; <mask> }; <mask> /** <mask> * Visibilty helper : Recomputes the visible size according to the mesh bounding box <mask> * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#sps-visibility <mask> */ <mask> S...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
<mask> /** <mask> * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box. <mask> * @param size the size (float) of the visibility box <mask> * note : this doesn't lock the SPS mesh bounding box. <mask> * doc : http://doc.babylonjs...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
<mask> return this._alwaysVisible; <mask> }, <mask> /** <mask> * Sets the SPS as always visible or not <mask> * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#sps-visibility <mask> */ <mask> set: function (val...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
<mask> return this._isVisibilityBoxLocked; <mask> }, <mask> /** <mask> * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates. <mask> * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_Sys...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
<mask> // these following methods may be overwritten by the user to fit his needs <mask> /** <mask> * This function does nothing. It may be overwritten to set all the particle first values. <mask> * The SPS doesn't call this function, you may have to call it by your own. <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
<mask> }; <mask> /** <mask> * This function does nothing. It may be overwritten to recycle a particle. <mask> * The SPS doesn't call this function, you may have to call it by your own. <mask> * doc : http://doc.babylonjs.com/tutorials/Solid_Particle_System#particle-managemen...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
<mask> }; <mask> /** <mask> * Updates a particle : this function should be overwritten by the user. <mask> * It is called on each particle by `setParticles()`. This is the place to code each particle behavior. <mask> * doc : http://doc.babylonjs.com/tutorials/Solid_Particle...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
* doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
<mask> * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only. <mask> * @param particle the current particle <mask> * @param vertex the current index of the current particle <mask> * @param pt the index of the current vertex i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
})();
<mask> */ <mask> SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) { <mask> }; <mask> return SolidParticleSystem; <mask> }()); <mask> BABYLON.SolidParticleSystem = SolidParticleSystem; <mask> })(BABYLON || (BABYLON = {})); </s> Adding sup...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Particles/babylon.solidParticleSystem.js
})();
<mask> CannonJSPlugin.prototype.dispose = function () { <mask> //nothing to do, actually. <mask> }; <mask> return CannonJSPlugin; <mask> }()); <mask> BABYLON.CannonJSPlugin = CannonJSPlugin; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/Plugins/babylon.cannonJSPlugin.js
})();
<mask> OimoJSPlugin.prototype.dispose = function () { <mask> this.world.clear(); <mask> }; <mask> return OimoJSPlugin; <mask> }()); <mask> BABYLON.OimoJSPlugin = OimoJSPlugin; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support for 3dsmax2017 + 8 bones influence...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/Plugins/babylon.oimoJSPlugin.js
})();
<mask> PhysicsEngine.ConeImpostor = -1; <mask> PhysicsEngine.ConvexHullImpostor = -1; <mask> PhysicsEngine.Epsilon = 0.001; <mask> return PhysicsEngine; <mask> }()); <mask> BABYLON.PhysicsEngine = PhysicsEngine; <mask> })(BABYLON || (BABYLON = {})); </s> Adding support fo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/babylon.physicsEngine.js
})();
<mask> PhysicsImpostor.CylinderImpostor = 7; <mask> PhysicsImpostor.ParticleImpostor = 8; <mask> PhysicsImpostor.HeightmapImpostor = 9; <mask> return PhysicsImpostor; <mask> }()); <mask> BABYLON.PhysicsImpostor = PhysicsImpostor; <mask> })(BABYLON || (BABYLON = {})); </s>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/babylon.physicsImpostor.js
})();
<mask> PhysicsJoint.PointToPointJoint = 8; <mask> //Cannon only at the moment <mask> PhysicsJoint.SpringJoint = 9; <mask> return PhysicsJoint; <mask> }()); <mask> BABYLON.PhysicsJoint = PhysicsJoint; <mask> /** <mask> * A class representing a physics distance joi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/babylon.physicsJoint.js
})(PhysicsJoint);
<mask> DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) { <mask> this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance); <mask> }; <mask> return DistanceJoint; <mask> }(PhysicsJoint)); <mask> BABYLON.DistanceJoint = DistanceJ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/babylon.physicsJoint.js
})(PhysicsJoint);
<mask> MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) { <mask> this._physicsPlugin.setLimit(this, upperLimit, lowerLimit); <mask> }; <mask> return MotorEnabledJoint; <mask> }(PhysicsJoint)); <mask> BABYLON.MotorEnabledJoint = MotorEnabledJoint;...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/babylon.physicsJoint.js
})(MotorEnabledJoint);
<mask> HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) { <mask> this._physicsPlugin.setLimit(this, upperLimit, lowerLimit); <mask> }; <mask> return HingeJoint; <mask> }(MotorEnabledJoint)); <mask> BABYLON.HingeJoint = HingeJoint; <mask> /** <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/e9c901b5609aa363bf4b582d1c0118bac9c1f18f
src/Physics/babylon.physicsJoint.js