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export { ${exportedItems} };`*/ /*if (moduleName === "core") { exportsText = `(function() { var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this); globalObject["BABYLON"] = BABYLON; })(); `*/
<mask> } <mask> }); <mask> <mask> exportsText += ` <mask> export { ${exportedItems} };` <mask> <mask> if (file.isNull()) { <mask> cb(null, file); <mask> return; <mask> } </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove })();; </s> add })(); </s> remove if (dependencies) { /*if (dependencies.length > 1) { dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}}) };\n'; }*/ </s> add </s> remove } else { </s> add /*} else { </s> remove function processDependency(kind, dependency, filesToLoad) { if (dependency.dependUpon) { </s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) { if (!firstLevelOnly && dependency.dependUpon) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-es6ModuleExports.js
file.contents = new Buffer(dependenciesText.concat(new Buffer(String(content).concat(exportsText))));
<mask> return; <mask> } <mask> <mask> try { <mask> file.contents = new Buffer(dependenciesText.concat(new Buffer(String(file.contents).concat(exportsText)))); <mask> this.push(file); <mask> } catch (err) { <mask> this.emit('error', new gutil.PluginError('gulp-es6-module-exports', err, { fileName: file.path })); <mask> } <mask> cb(); </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove export { ${exportedItems} };` </s> add export { ${exportedItems} };`*/ /*if (moduleName === "core") { exportsText = `(function() { var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this); globalObject["BABYLON"] = BABYLON; })(); `*/ </s> remove `var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); </s> add `var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}(); </s> remove if (dependencies) { /*if (dependencies.length > 1) { dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}}) };\n'; }*/ </s> add </s> remove } else { </s> add /*} else {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulp-es6ModuleExports.js
function processDependency(kind, dependency, filesToLoad, firstLevelOnly) { if (!firstLevelOnly && dependency.dependUpon) {
<mask> var commandLineOptions = minimist(process.argv.slice(2), { <mask> boolean: "public" <mask> }); <mask> <mask> function processDependency(kind, dependency, filesToLoad) { <mask> if (dependency.dependUpon) { <mask> for (var i = 0; i < dependency.dependUpon.length; i++) { <mask> var dependencyName = dependency.dependUpon[i]; <mask> var parent = config.workloads[dependencyName]; <mask> processDependency(kind, parent, filesToLoad); <mask> } </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' + 'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' + 'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' + 'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' + 'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' + '};\n'; </s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n'; </s> remove processDependency("shaders", config.workloads[moduleName], shadersFiles); </s> add processDependency("shaders", config.workloads[moduleName], shadersFiles, true); </s> remove processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles); </s> add processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles, true); </s> remove `var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); </s> add `var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}(); </s> remove export { ${exportedItems} };` </s> add export { ${exportedItems} };`*/ /*if (moduleName === "core") { exportsText = `(function() { var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this); globalObject["BABYLON"] = BABYLON; })(); `*/
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
processDependency("shaders", config.workloads[moduleName], shadersFiles, true);
<mask> <mask> Object.keys(config.workloads) <mask> .forEach((moduleName) => { <mask> let shadersFiles = []; <mask> processDependency("shaders", config.workloads[moduleName], shadersFiles); <mask> for (var index = 0; index < shadersFiles.length; index++) { <mask> shadersFiles[index] = "../../src/Shaders/" + shadersFiles[index] + ".fx"; <mask> } <mask> <mask> let shaderIncludeFiles = []; </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles); </s> add processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles, true); </s> remove function processDependency(kind, dependency, filesToLoad) { if (dependency.dependUpon) { </s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) { if (!firstLevelOnly && dependency.dependUpon) { </s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' + 'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' + 'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' + 'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' + 'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' + '};\n'; </s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n'; </s> remove })();; </s> add })(); </s> remove let jsTask = merge2([ </s> add /*let jsTask = merge2([
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles, true);
<mask> shadersFiles[index] = "../../src/Shaders/" + shadersFiles[index] + ".fx"; <mask> } <mask> <mask> let shaderIncludeFiles = []; <mask> processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles); <mask> for (var index = 0; index < shaderIncludeFiles.length; index++) { <mask> shaderIncludeFiles[index] = "../../src/Shaders/ShadersInclude/" + shaderIncludeFiles[index] + ".fx"; <mask> } <mask> <mask> //commonjs js generation task </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove processDependency("shaders", config.workloads[moduleName], shadersFiles); </s> add processDependency("shaders", config.workloads[moduleName], shadersFiles, true); </s> remove let jsTask = merge2([ </s> add /*let jsTask = merge2([ </s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' + 'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' + 'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' + 'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' + 'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' + '};\n'; </s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n'; </s> remove let es6Task = merge2([ </s> add /*let es6Task = merge2([ </s> remove .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); </s> add .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/'));*/
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
/*let jsTask = merge2([
<mask> shaderIncludeFiles[index] = "../../src/Shaders/ShadersInclude/" + shaderIncludeFiles[index] + ".fx"; <mask> } <mask> <mask> //commonjs js generation task <mask> let jsTask = merge2([ <mask> gulp.src(config.workloads[moduleName].files), <mask> gulp.src(shadersFiles). <mask> //pipe(expect.real({ errorOnFailure: true }, shadersFiles)). <mask> pipe(uncommentShader()). <mask> pipe(appendSrcToVariable("BABYLON.Effect.ShadersStore", shadersName, config.build.outputDirectory + '/commonjs/' + moduleName + ".fx", true)), </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove let es6Task = merge2([ </s> add /*let es6Task = merge2([ </s> remove processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles); </s> add processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles, true); </s> remove .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); </s> add .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/'));*/ </s> remove processDependency("shaders", config.workloads[moduleName], shadersFiles); </s> add processDependency("shaders", config.workloads[moduleName], shadersFiles, true); </s> remove console.log("Compiling es6 module: " + moduleName); </s> add let basename = (path.basename(file.path, ".js")); //console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
.pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/'));*/
<mask> .pipe(replace(extendsSearchRegex, "")) <mask> .pipe(replace(decorateSearchRegex, "")) <mask> .pipe(replace(referenceSearchRegex, "")) <mask> .pipe(babylonModuleExports(moduleName, config.workloads[moduleName].dependUpon)) <mask> .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); <mask> <mask> // es6 modules generation task <mask> let es6Task = merge2([ <mask> gulp.src(config.workloads[moduleName].files), <mask> gulp.src(shadersFiles). </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove let es6Task = merge2([ </s> add /*let es6Task = merge2([ </s> remove let jsTask = merge2([ </s> add /*let jsTask = merge2([ </s> remove tasks.push(jsTask, es6Task, dtsTask); </s> add */ tasks.push(commonJsTask, es6Tasks); </s> remove processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles); </s> add processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles, true); </s> remove console.log("Compiling es6 module: " + moduleName); </s> add let basename = (path.basename(file.path, ".js")); //console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
/*let es6Task = merge2([
<mask> .pipe(babylonModuleExports(moduleName, config.workloads[moduleName].dependUpon)) <mask> .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); <mask> <mask> // es6 modules generation task <mask> let es6Task = merge2([ <mask> gulp.src(config.workloads[moduleName].files), <mask> gulp.src(shadersFiles). <mask> //pipe(expect.real({ errorOnFailure: true }, shadersFiles)). <mask> pipe(uncommentShader()). <mask> pipe(appendSrcToVariable("BABYLON.Effect.ShadersStore", shadersName, config.build.outputDirectory + '/commonjs/' + moduleName + ".fx", true)), </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove let jsTask = merge2([ </s> add /*let jsTask = merge2([ </s> remove .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); </s> add .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/'));*/ </s> remove tasks.push(jsTask, es6Task, dtsTask); </s> add */ tasks.push(commonJsTask, es6Tasks); </s> remove processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles); </s> add processDependency("shaderIncludes", config.workloads[moduleName], shaderIncludeFiles, true); </s> remove console.log("Compiling es6 module: " + moduleName); </s> add let basename = (path.basename(file.path, ".js")); //console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
*/ tasks.push(commonJsTask, es6Tasks);
<mask> .pipe(replace(/declare module BABYLON {/g, `declare module 'babylonjs/${moduleName}' {`)) <mask> .pipe(replace(/\ninterface /g, `\nexport interface `)) <mask> .pipe(dtsModuleSupport(moduleName, true, declared, perFile, dependencyTree)) <mask> .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); <mask> <mask> tasks.push(jsTask, es6Task, dtsTask); <mask> }); <mask> <mask> // run da tasks man! <mask> return merge2(tasks); <mask> }) </s> major changes to the way modules are built Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/')); </s> add .pipe(gulp.dest(config.build.outputDirectory + '/modules/' + moduleName + '/'));*/ </s> remove let es6Task = merge2([ </s> add /*let es6Task = merge2([ </s> remove console.log("Compiling es6 module: " + moduleName); </s> add let basename = (path.basename(file.path, ".js")); //console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", "")); </s> remove let jsTask = merge2([ </s> add /*let jsTask = merge2([
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae
Tools/Gulp/gulpfile.js
mesh = GroundMesh.Parse(parsedMesh, scene);
<mask> public static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh { <mask> var mesh : Mesh; <mask> <mask> if (parsedMesh.type && parsedMesh.type === "GroundMesh") { <mask> mesh = new GroundMesh(parsedMesh.name, scene); <mask> } else { <mask> mesh = new Mesh(parsedMesh.name, scene); <mask> } <mask> mesh.id = parsedMesh.id; <mask> </s> fixed groundMesh serialization Former-commit-id: d7e023c99860586f69e1042a7e68fd18b4103000 </s> remove // Material if (mesh.material) { serializationObject.materialId = mesh.material.id; } else { mesh.material = null; } // Skeleton if (mesh.skeleton) { serializationObject.skeletonId = mesh.skeleton.id; } // Physics //TODO implement correct serialization for physics impostors. if (mesh.getPhysicsImpostor()) { serializationObject.physicsMass = mesh.getPhysicsMass(); serializationObject.physicsFriction = mesh.getPhysicsFriction(); serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type; } // Metadata if (mesh.metadata) { serializationObject.metadata = mesh.metadata; } // Instances serializationObject.instances = []; for (var index = 0; index < mesh.instances.length; index++) { var instance = mesh.instances[index]; var serializationInstance: any = { name: instance.name, position: instance.position.asArray(), scaling: instance.scaling.asArray() }; if (instance.rotationQuaternion) { serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray(); } else if (instance.rotation) { serializationInstance.rotation = instance.rotation.asArray(); } serializationObject.instances.push(serializationInstance); // Animations Animation.AppendSerializedAnimations(instance, serializationInstance); serializationInstance.ranges = instance.serializeAnimationRanges(); } // Animations Animation.AppendSerializedAnimations(mesh, serializationObject); serializationObject.ranges = mesh.serializeAnimationRanges(); // Layer mask serializationObject.layerMask = mesh.layerMask; // Alpha serializationObject.alphaIndex = mesh.alphaIndex; serializationObject.hasVertexAlpha = mesh.hasVertexAlpha; // Overlay serializationObject.overlayAlpha = mesh.overlayAlpha; serializationObject.overlayColor = mesh.overlayColor.asArray(); serializationObject.renderOverlay = mesh.renderOverlay; // Fog serializationObject.applyFog = mesh.applyFog; // Action Manager if (mesh.actionManager) { serializationObject.actions = mesh.actionManager.serialize(mesh.name); </s> add // Custom if (mesh.serialize) { mesh.serialize(serializationObject); </s> remove serializationObject.name = mesh.name; serializationObject.id = mesh.id; serializationObject.type = mesh.getClassName(); if (Tags.HasTags(mesh)) { serializationObject.tags = Tags.GetTags(mesh); } serializationObject.position = mesh.position.asArray(); if (mesh.rotationQuaternion) { serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray(); } else if (mesh.rotation) { serializationObject.rotation = mesh.rotation.asArray(); } serializationObject.scaling = mesh.scaling.asArray(); serializationObject.localMatrix = mesh.getPivotMatrix().asArray(); serializationObject.isEnabled = mesh.isEnabled(); serializationObject.isVisible = mesh.isVisible; serializationObject.infiniteDistance = mesh.infiniteDistance; serializationObject.pickable = mesh.isPickable; serializationObject.receiveShadows = mesh.receiveShadows; serializationObject.billboardMode = mesh.billboardMode; serializationObject.visibility = mesh.visibility; serializationObject.checkCollisions = mesh.checkCollisions; serializationObject.isBlocker = mesh.isBlocker; // Parent if (mesh.parent) { serializationObject.parentId = mesh.parent.id; } // Geometry var geometry = mesh._geometry; </s> add // Geometry var geometry = mesh._geometry; </s> remove // SubMeshes serializationObject.subMeshes = []; for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; serializationObject.subMeshes.push({ materialIndex: subMesh.materialIndex, verticesStart: subMesh.verticesStart, verticesCount: subMesh.verticesCount, indexStart: subMesh.indexStart, indexCount: subMesh.indexCount }); } </s> add </s> remove var geometryId = geometry.id; serializationObject.geometryId = geometryId; if (!mesh.getScene().getGeometryByID(geometryId)) { // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> add if (!mesh.getScene().getGeometryByID(geometry.id)) { // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f965af501c7e936487421c272bd754f87a6110f2
src/Mesh/babylon.mesh.ts
// Geometry var geometry = mesh._geometry;
<mask> <mask> var serializeMesh = (mesh: Mesh, serializationScene: any): any => { <mask> var serializationObject: any = {}; <mask> <mask> serializationObject.name = mesh.name; <mask> serializationObject.id = mesh.id; <mask> serializationObject.type = mesh.getClassName(); <mask> <mask> if (Tags.HasTags(mesh)) { <mask> serializationObject.tags = Tags.GetTags(mesh); <mask> } <mask> <mask> serializationObject.position = mesh.position.asArray(); <mask> <mask> if (mesh.rotationQuaternion) { <mask> serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray(); <mask> } else if (mesh.rotation) { <mask> serializationObject.rotation = mesh.rotation.asArray(); <mask> } <mask> <mask> serializationObject.scaling = mesh.scaling.asArray(); <mask> serializationObject.localMatrix = mesh.getPivotMatrix().asArray(); <mask> <mask> serializationObject.isEnabled = mesh.isEnabled(); <mask> serializationObject.isVisible = mesh.isVisible; <mask> serializationObject.infiniteDistance = mesh.infiniteDistance; <mask> serializationObject.pickable = mesh.isPickable; <mask> <mask> serializationObject.receiveShadows = mesh.receiveShadows; <mask> <mask> serializationObject.billboardMode = mesh.billboardMode; <mask> serializationObject.visibility = mesh.visibility; <mask> <mask> serializationObject.checkCollisions = mesh.checkCollisions; <mask> serializationObject.isBlocker = mesh.isBlocker; <mask> <mask> // Parent <mask> if (mesh.parent) { <mask> serializationObject.parentId = mesh.parent.id; <mask> } <mask> <mask> // Geometry <mask> var geometry = mesh._geometry; <mask> if (geometry) { <mask> var geometryId = geometry.id; <mask> serializationObject.geometryId = geometryId; <mask> <mask> if (!mesh.getScene().getGeometryByID(geometryId)) { </s> fixed groundMesh serialization Former-commit-id: d7e023c99860586f69e1042a7e68fd18b4103000 </s> remove // Material if (mesh.material) { serializationObject.materialId = mesh.material.id; } else { mesh.material = null; } // Skeleton if (mesh.skeleton) { serializationObject.skeletonId = mesh.skeleton.id; } // Physics //TODO implement correct serialization for physics impostors. if (mesh.getPhysicsImpostor()) { serializationObject.physicsMass = mesh.getPhysicsMass(); serializationObject.physicsFriction = mesh.getPhysicsFriction(); serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type; } // Metadata if (mesh.metadata) { serializationObject.metadata = mesh.metadata; } // Instances serializationObject.instances = []; for (var index = 0; index < mesh.instances.length; index++) { var instance = mesh.instances[index]; var serializationInstance: any = { name: instance.name, position: instance.position.asArray(), scaling: instance.scaling.asArray() }; if (instance.rotationQuaternion) { serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray(); } else if (instance.rotation) { serializationInstance.rotation = instance.rotation.asArray(); } serializationObject.instances.push(serializationInstance); // Animations Animation.AppendSerializedAnimations(instance, serializationInstance); serializationInstance.ranges = instance.serializeAnimationRanges(); } // Animations Animation.AppendSerializedAnimations(mesh, serializationObject); serializationObject.ranges = mesh.serializeAnimationRanges(); // Layer mask serializationObject.layerMask = mesh.layerMask; // Alpha serializationObject.alphaIndex = mesh.alphaIndex; serializationObject.hasVertexAlpha = mesh.hasVertexAlpha; // Overlay serializationObject.overlayAlpha = mesh.overlayAlpha; serializationObject.overlayColor = mesh.overlayColor.asArray(); serializationObject.renderOverlay = mesh.renderOverlay; // Fog serializationObject.applyFog = mesh.applyFog; // Action Manager if (mesh.actionManager) { serializationObject.actions = mesh.actionManager.serialize(mesh.name); </s> add // Custom if (mesh.serialize) { mesh.serialize(serializationObject); </s> remove var geometryId = geometry.id; serializationObject.geometryId = geometryId; if (!mesh.getScene().getGeometryByID(geometryId)) { // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> add if (!mesh.getScene().getGeometryByID(geometry.id)) { // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> remove // SubMeshes serializationObject.subMeshes = []; for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; serializationObject.subMeshes.push({ materialIndex: subMesh.materialIndex, verticesStart: subMesh.verticesStart, verticesCount: subMesh.verticesCount, indexStart: subMesh.indexStart, indexCount: subMesh.indexCount }); } </s> add </s> remove mesh = new GroundMesh(parsedMesh.name, scene); </s> add mesh = GroundMesh.Parse(parsedMesh, scene);
[ "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/f965af501c7e936487421c272bd754f87a6110f2
src/Tools/babylon.sceneSerializer.ts
if (!mesh.getScene().getGeometryByID(geometry.id)) { // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
<mask> <mask> // Geometry <mask> var geometry = mesh._geometry; <mask> if (geometry) { <mask> var geometryId = geometry.id; <mask> serializationObject.geometryId = geometryId; <mask> <mask> if (!mesh.getScene().getGeometryByID(geometryId)) { <mask> // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry <mask> serializeGeometry(geometry, serializationScene.geometries); <mask> } <mask> <mask> // SubMeshes <mask> serializationObject.subMeshes = []; </s> fixed groundMesh serialization Former-commit-id: d7e023c99860586f69e1042a7e68fd18b4103000 </s> remove // SubMeshes serializationObject.subMeshes = []; for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; serializationObject.subMeshes.push({ materialIndex: subMesh.materialIndex, verticesStart: subMesh.verticesStart, verticesCount: subMesh.verticesCount, indexStart: subMesh.indexStart, indexCount: subMesh.indexCount }); } </s> add </s> remove serializationObject.name = mesh.name; serializationObject.id = mesh.id; serializationObject.type = mesh.getClassName(); if (Tags.HasTags(mesh)) { serializationObject.tags = Tags.GetTags(mesh); } serializationObject.position = mesh.position.asArray(); if (mesh.rotationQuaternion) { serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray(); } else if (mesh.rotation) { serializationObject.rotation = mesh.rotation.asArray(); } serializationObject.scaling = mesh.scaling.asArray(); serializationObject.localMatrix = mesh.getPivotMatrix().asArray(); serializationObject.isEnabled = mesh.isEnabled(); serializationObject.isVisible = mesh.isVisible; serializationObject.infiniteDistance = mesh.infiniteDistance; serializationObject.pickable = mesh.isPickable; serializationObject.receiveShadows = mesh.receiveShadows; serializationObject.billboardMode = mesh.billboardMode; serializationObject.visibility = mesh.visibility; serializationObject.checkCollisions = mesh.checkCollisions; serializationObject.isBlocker = mesh.isBlocker; // Parent if (mesh.parent) { serializationObject.parentId = mesh.parent.id; } // Geometry var geometry = mesh._geometry; </s> add // Geometry var geometry = mesh._geometry; </s> remove // Material if (mesh.material) { serializationObject.materialId = mesh.material.id; } else { mesh.material = null; } // Skeleton if (mesh.skeleton) { serializationObject.skeletonId = mesh.skeleton.id; } // Physics //TODO implement correct serialization for physics impostors. if (mesh.getPhysicsImpostor()) { serializationObject.physicsMass = mesh.getPhysicsMass(); serializationObject.physicsFriction = mesh.getPhysicsFriction(); serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type; } // Metadata if (mesh.metadata) { serializationObject.metadata = mesh.metadata; } // Instances serializationObject.instances = []; for (var index = 0; index < mesh.instances.length; index++) { var instance = mesh.instances[index]; var serializationInstance: any = { name: instance.name, position: instance.position.asArray(), scaling: instance.scaling.asArray() }; if (instance.rotationQuaternion) { serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray(); } else if (instance.rotation) { serializationInstance.rotation = instance.rotation.asArray(); } serializationObject.instances.push(serializationInstance); // Animations Animation.AppendSerializedAnimations(instance, serializationInstance); serializationInstance.ranges = instance.serializeAnimationRanges(); } // Animations Animation.AppendSerializedAnimations(mesh, serializationObject); serializationObject.ranges = mesh.serializeAnimationRanges(); // Layer mask serializationObject.layerMask = mesh.layerMask; // Alpha serializationObject.alphaIndex = mesh.alphaIndex; serializationObject.hasVertexAlpha = mesh.hasVertexAlpha; // Overlay serializationObject.overlayAlpha = mesh.overlayAlpha; serializationObject.overlayColor = mesh.overlayColor.asArray(); serializationObject.renderOverlay = mesh.renderOverlay; // Fog serializationObject.applyFog = mesh.applyFog; // Action Manager if (mesh.actionManager) { serializationObject.actions = mesh.actionManager.serialize(mesh.name); </s> add // Custom if (mesh.serialize) { mesh.serialize(serializationObject); </s> remove mesh = new GroundMesh(parsedMesh.name, scene); </s> add mesh = GroundMesh.Parse(parsedMesh, scene);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f965af501c7e936487421c272bd754f87a6110f2
src/Tools/babylon.sceneSerializer.ts
<mask> if (!mesh.getScene().getGeometryByID(geometryId)) { <mask> // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry <mask> serializeGeometry(geometry, serializationScene.geometries); <mask> } <mask> <mask> // SubMeshes <mask> serializationObject.subMeshes = []; <mask> for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { <mask> var subMesh = mesh.subMeshes[subIndex]; <mask> <mask> serializationObject.subMeshes.push({ <mask> materialIndex: subMesh.materialIndex, <mask> verticesStart: subMesh.verticesStart, <mask> verticesCount: subMesh.verticesCount, <mask> indexStart: subMesh.indexStart, <mask> indexCount: subMesh.indexCount <mask> }); <mask> } <mask> } <mask> <mask> // Material <mask> if (mesh.material) { <mask> serializationObject.materialId = mesh.material.id; </s> fixed groundMesh serialization Former-commit-id: d7e023c99860586f69e1042a7e68fd18b4103000 </s> remove var geometryId = geometry.id; serializationObject.geometryId = geometryId; if (!mesh.getScene().getGeometryByID(geometryId)) { // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> add if (!mesh.getScene().getGeometryByID(geometry.id)) { // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> remove // Material if (mesh.material) { serializationObject.materialId = mesh.material.id; } else { mesh.material = null; } // Skeleton if (mesh.skeleton) { serializationObject.skeletonId = mesh.skeleton.id; } // Physics //TODO implement correct serialization for physics impostors. if (mesh.getPhysicsImpostor()) { serializationObject.physicsMass = mesh.getPhysicsMass(); serializationObject.physicsFriction = mesh.getPhysicsFriction(); serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type; } // Metadata if (mesh.metadata) { serializationObject.metadata = mesh.metadata; } // Instances serializationObject.instances = []; for (var index = 0; index < mesh.instances.length; index++) { var instance = mesh.instances[index]; var serializationInstance: any = { name: instance.name, position: instance.position.asArray(), scaling: instance.scaling.asArray() }; if (instance.rotationQuaternion) { serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray(); } else if (instance.rotation) { serializationInstance.rotation = instance.rotation.asArray(); } serializationObject.instances.push(serializationInstance); // Animations Animation.AppendSerializedAnimations(instance, serializationInstance); serializationInstance.ranges = instance.serializeAnimationRanges(); } // Animations Animation.AppendSerializedAnimations(mesh, serializationObject); serializationObject.ranges = mesh.serializeAnimationRanges(); // Layer mask serializationObject.layerMask = mesh.layerMask; // Alpha serializationObject.alphaIndex = mesh.alphaIndex; serializationObject.hasVertexAlpha = mesh.hasVertexAlpha; // Overlay serializationObject.overlayAlpha = mesh.overlayAlpha; serializationObject.overlayColor = mesh.overlayColor.asArray(); serializationObject.renderOverlay = mesh.renderOverlay; // Fog serializationObject.applyFog = mesh.applyFog; // Action Manager if (mesh.actionManager) { serializationObject.actions = mesh.actionManager.serialize(mesh.name); </s> add // Custom if (mesh.serialize) { mesh.serialize(serializationObject); </s> remove serializationObject.name = mesh.name; serializationObject.id = mesh.id; serializationObject.type = mesh.getClassName(); if (Tags.HasTags(mesh)) { serializationObject.tags = Tags.GetTags(mesh); } serializationObject.position = mesh.position.asArray(); if (mesh.rotationQuaternion) { serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray(); } else if (mesh.rotation) { serializationObject.rotation = mesh.rotation.asArray(); } serializationObject.scaling = mesh.scaling.asArray(); serializationObject.localMatrix = mesh.getPivotMatrix().asArray(); serializationObject.isEnabled = mesh.isEnabled(); serializationObject.isVisible = mesh.isVisible; serializationObject.infiniteDistance = mesh.infiniteDistance; serializationObject.pickable = mesh.isPickable; serializationObject.receiveShadows = mesh.receiveShadows; serializationObject.billboardMode = mesh.billboardMode; serializationObject.visibility = mesh.visibility; serializationObject.checkCollisions = mesh.checkCollisions; serializationObject.isBlocker = mesh.isBlocker; // Parent if (mesh.parent) { serializationObject.parentId = mesh.parent.id; } // Geometry var geometry = mesh._geometry; </s> add // Geometry var geometry = mesh._geometry; </s> remove mesh = new GroundMesh(parsedMesh.name, scene); </s> add mesh = GroundMesh.Parse(parsedMesh, scene);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/f965af501c7e936487421c272bd754f87a6110f2
src/Tools/babylon.sceneSerializer.ts
// Custom if (mesh.serialize) { mesh.serialize(serializationObject);
<mask> }); <mask> } <mask> } <mask> <mask> // Material <mask> if (mesh.material) { <mask> serializationObject.materialId = mesh.material.id; <mask> } else { <mask> mesh.material = null; <mask> } <mask> <mask> // Skeleton <mask> if (mesh.skeleton) { <mask> serializationObject.skeletonId = mesh.skeleton.id; <mask> } <mask> <mask> // Physics <mask> //TODO implement correct serialization for physics impostors. <mask> if (mesh.getPhysicsImpostor()) { <mask> serializationObject.physicsMass = mesh.getPhysicsMass(); <mask> serializationObject.physicsFriction = mesh.getPhysicsFriction(); <mask> serializationObject.physicsRestitution = mesh.getPhysicsRestitution(); <mask> serializationObject.physicsImpostor = mesh.getPhysicsImpostor().type; <mask> } <mask> <mask> // Metadata <mask> if (mesh.metadata) { <mask> serializationObject.metadata = mesh.metadata; <mask> } <mask> <mask> // Instances <mask> serializationObject.instances = []; <mask> for (var index = 0; index < mesh.instances.length; index++) { <mask> var instance = mesh.instances[index]; <mask> var serializationInstance: any = { <mask> name: instance.name, <mask> position: instance.position.asArray(), <mask> scaling: instance.scaling.asArray() <mask> }; <mask> if (instance.rotationQuaternion) { <mask> serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray(); <mask> } else if (instance.rotation) { <mask> serializationInstance.rotation = instance.rotation.asArray(); <mask> } <mask> serializationObject.instances.push(serializationInstance); <mask> <mask> // Animations <mask> Animation.AppendSerializedAnimations(instance, serializationInstance); <mask> serializationInstance.ranges = instance.serializeAnimationRanges(); <mask> } <mask> <mask> // Animations <mask> Animation.AppendSerializedAnimations(mesh, serializationObject); <mask> serializationObject.ranges = mesh.serializeAnimationRanges(); <mask> <mask> // Layer mask <mask> serializationObject.layerMask = mesh.layerMask; <mask> <mask> // Alpha <mask> serializationObject.alphaIndex = mesh.alphaIndex; <mask> serializationObject.hasVertexAlpha = mesh.hasVertexAlpha; <mask> <mask> // Overlay <mask> serializationObject.overlayAlpha = mesh.overlayAlpha; <mask> serializationObject.overlayColor = mesh.overlayColor.asArray(); <mask> serializationObject.renderOverlay = mesh.renderOverlay; <mask> <mask> // Fog <mask> serializationObject.applyFog = mesh.applyFog; <mask> <mask> // Action Manager <mask> if (mesh.actionManager) { <mask> serializationObject.actions = mesh.actionManager.serialize(mesh.name); <mask> } <mask> <mask> return serializationObject; <mask> }; <mask> </s> fixed groundMesh serialization Former-commit-id: d7e023c99860586f69e1042a7e68fd18b4103000 </s> remove // SubMeshes serializationObject.subMeshes = []; for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; serializationObject.subMeshes.push({ materialIndex: subMesh.materialIndex, verticesStart: subMesh.verticesStart, verticesCount: subMesh.verticesCount, indexStart: subMesh.indexStart, indexCount: subMesh.indexCount }); } </s> add </s> remove serializationObject.name = mesh.name; serializationObject.id = mesh.id; serializationObject.type = mesh.getClassName(); if (Tags.HasTags(mesh)) { serializationObject.tags = Tags.GetTags(mesh); } serializationObject.position = mesh.position.asArray(); if (mesh.rotationQuaternion) { serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray(); } else if (mesh.rotation) { serializationObject.rotation = mesh.rotation.asArray(); } serializationObject.scaling = mesh.scaling.asArray(); serializationObject.localMatrix = mesh.getPivotMatrix().asArray(); serializationObject.isEnabled = mesh.isEnabled(); serializationObject.isVisible = mesh.isVisible; serializationObject.infiniteDistance = mesh.infiniteDistance; serializationObject.pickable = mesh.isPickable; serializationObject.receiveShadows = mesh.receiveShadows; serializationObject.billboardMode = mesh.billboardMode; serializationObject.visibility = mesh.visibility; serializationObject.checkCollisions = mesh.checkCollisions; serializationObject.isBlocker = mesh.isBlocker; // Parent if (mesh.parent) { serializationObject.parentId = mesh.parent.id; } // Geometry var geometry = mesh._geometry; </s> add // Geometry var geometry = mesh._geometry; </s> remove var geometryId = geometry.id; serializationObject.geometryId = geometryId; if (!mesh.getScene().getGeometryByID(geometryId)) { // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> add if (!mesh.getScene().getGeometryByID(geometry.id)) { // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry </s> remove mesh = new GroundMesh(parsedMesh.name, scene); </s> add mesh = GroundMesh.Parse(parsedMesh, scene);
[ "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/f965af501c7e936487421c272bd754f87a6110f2
src/Tools/babylon.sceneSerializer.ts
@serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; }
<mask> new Color3(0.0, 0.2, 0.9) <mask> ]; <mask> } <mask> <mask> @serializeAsColor3() <mask> public get fireColors(): Color3[] { <mask> return this._fireColors; <mask> } <mask> <mask> public set fireColors(value: Color3[]) { </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove @serializeAsColor3() </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/fire/babylon.fireProceduralTexture.ts
serializationObject.fireColors = []; for (var i = 0; i < this._fireColors.length; i++) { serializationObject.fireColors.push(this._fireColors[i].asArray()); }
<mask> var serializationObject = SerializationHelper.Serialize(this, super.serialize()); <mask> serializationObject.customType = "BABYLON.FireProceduralTexture"; <mask> <mask> return serializationObject; <mask> } <mask> <mask> /** <mask> * Creates a Fire Procedural Texture from parsed fire procedural texture data <mask> * @param parsedTexture defines parsed texture data </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove this.setFloat("time", this.time * this.speed / 1000); </s> add this.setFloat("time", this.time * this.timeScale / 1000); </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; }
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/fire/babylon.fireProceduralTexture.ts
var colors: Color3[] = []; for (var i = 0; i < parsedTexture.fireColors.length; i++) { colors.push(Color3.FromArray(parsedTexture.fireColors[i])); } texture.fireColors = colors;
<mask> public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture { <mask> var texture = SerializationHelper.Parse(() => new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl); <mask> <mask> return texture; <mask> } <mask> } <mask> } </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; } </s> remove @serializeAsColor3() </s> add
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/fire/babylon.fireProceduralTexture.ts
<mask> this.setColor3("herb3Color", this._grassColors[2]); <mask> this.setColor3("groundColor", this._groundColor); <mask> } <mask> <mask> @serializeAsColor3() <mask> public get grassColors(): Color3[] { <mask> return this._grassColors; <mask> } <mask> <mask> public set grassColors(value: Color3[]) { </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; }
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/grass/babylon.grassProceduralTexture.ts
serializationObject.grassColors = []; for (var i = 0; i < this._grassColors.length; i++) { serializationObject.grassColors.push(this._grassColors[i].asArray()); }
<mask> serializationObject.customType = "BABYLON.GrassProceduralTexture"; <mask> <mask> return serializationObject; <mask> } <mask> <mask> /** <mask> * Creates a Grass Procedural Texture from parsed grass procedural texture data <mask> * @param parsedTexture defines parsed texture data </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove this.setFloat("time", this.time * this.speed / 1000); </s> add this.setFloat("time", this.time * this.timeScale / 1000); </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; }
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/grass/babylon.grassProceduralTexture.ts
var colors: Color3[] = []; for (var i = 0; i < parsedTexture.grassColors.length; i++) { colors.push(Color3.FromArray(parsedTexture.grassColors[i])); } texture.grassColors = colors;
<mask> */ <mask> public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture { <mask> var texture = SerializationHelper.Parse(() => new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps), parsedTexture, scene, rootUrl); <mask> <mask> return texture; <mask> } <mask> } <mask> } </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; } </s> remove @serializeAsColor3() </s> add
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/grass/babylon.grassProceduralTexture.ts
public timeScale: number = 1.0;
<mask> @serialize() <mask> public time: number = 0.0; <mask> <mask> @serialize() <mask> public speed: number = 1.0; <mask> <mask> @serialize() <mask> public translationSpeed: number = 1.0; <mask> <mask> private _currentTranslation: number = 0; </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; }
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/perlinNoise/babylon.perlinNoiseProceduralTexture.ts
this.setFloat("time", this.time * this.timeScale / 1000);
<mask> } <mask> var deltaTime = scene.getEngine().getDeltaTime(); <mask> <mask> this.time += deltaTime; <mask> this.setFloat("time", this.time * this.speed / 1000); <mask> <mask> this._currentTranslation += deltaTime * this.translationSpeed / 1000.0; <mask> this.setFloat("translationSpeed", this._currentTranslation); <mask> } <mask> </s> Fixing some serialization issues (fixed collisions with properties) Former-commit-id: a3c7ee49f0533671f5e7b793b423abf75c8b6af7 </s> remove @serializeAsColor3() </s> add @serialize() public get autoGenerateTime(): boolean { return this._autoGenerateTime; } public set autoGenerateTime(value: boolean) { this._autoGenerateTime = value; }
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/fa451edde5bfd065139a530a181543aa8acb7cc5
proceduralTexturesLibrary/src/perlinNoise/babylon.perlinNoiseProceduralTexture.ts
effect.setTextureFromPostProcessOutput("originalColor", this._originalColorPostProcess);
<mask> <mask> this._ssaoCombinePostProcess.onApply = (effect: Effect) => { <mask> let viewport = this._scene.activeCamera!.viewport; <mask> effect.setVector4("viewport", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height)); <mask> effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess); <mask> }; <mask> this._ssaoCombinePostProcess.samples = this.textureSamples; <mask> <mask> if (!this._forceGeometryBuffer) { <mask> this._ssaoCombinePostProcess._prePassEffectConfiguration = new SSAO2Configuration(); </s> fixing double iPP Former-commit-id: 2026e552d1ea0d28fba1df940c5f0ddb8c4cc240 </s> remove this._postProcesses.push(this.imageProcessingPostProcess); </s> add let isIPPAlreadyPresent = false; if (this._scene.activeCamera?._postProcesses) { for (let i = 0; i < this._scene.activeCamera._postProcesses.length; i++) { if (this._scene.activeCamera._postProcesses[i] instanceof ImageProcessingPostProcess) { isIPPAlreadyPresent = true; } } } if (!isIPPAlreadyPresent) { this._postProcesses.push(this.imageProcessingPostProcess); } </s> remove this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; </s> add if (this._postProcesses.length) { this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; } else { const pp = this._scene.activeCamera?._getFirstPostProcess(); if (pp) { pp.inputTexture = this.prePassRT.getInternalTexture()!; } } </s> remove if (firstCameraPP) { </s> add if (firstCameraPP && this._postProcesses.length) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/facf3dda8ec5f2d494eb1ea95bee557ebed00eb4
src/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.ts
if (firstCameraPP && this._postProcesses.length) {
<mask> */ <mask> public _afterCameraDraw() { <mask> if (this._enabled) { <mask> const firstCameraPP = this._scene.activeCamera && this._scene.activeCamera._getFirstPostProcess(); <mask> if (firstCameraPP) { <mask> this._scene.postProcessManager._prepareFrame(); <mask> } <mask> this._scene.postProcessManager.directRender(this._postProcesses, firstCameraPP ? firstCameraPP.inputTexture : null); <mask> } <mask> } </s> fixing double iPP Former-commit-id: 2026e552d1ea0d28fba1df940c5f0ddb8c4cc240 </s> remove this._postProcesses.push(this.imageProcessingPostProcess); </s> add let isIPPAlreadyPresent = false; if (this._scene.activeCamera?._postProcesses) { for (let i = 0; i < this._scene.activeCamera._postProcesses.length; i++) { if (this._scene.activeCamera._postProcesses[i] instanceof ImageProcessingPostProcess) { isIPPAlreadyPresent = true; } } } if (!isIPPAlreadyPresent) { this._postProcesses.push(this.imageProcessingPostProcess); } </s> remove this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; </s> add if (this._postProcesses.length) { this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; } else { const pp = this._scene.activeCamera?._getFirstPostProcess(); if (pp) { pp.inputTexture = this.prePassRT.getInternalTexture()!; } } </s> remove effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess); </s> add effect.setTextureFromPostProcessOutput("originalColor", this._originalColorPostProcess);
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/facf3dda8ec5f2d494eb1ea95bee557ebed00eb4
src/Rendering/prePassRenderer.ts
let isIPPAlreadyPresent = false; if (this._scene.activeCamera?._postProcesses) { for (let i = 0; i < this._scene.activeCamera._postProcesses.length; i++) { if (this._scene.activeCamera._postProcesses[i] instanceof ImageProcessingPostProcess) { isIPPAlreadyPresent = true; } } } if (!isIPPAlreadyPresent) { this._postProcesses.push(this.imageProcessingPostProcess); }
<mask> if (!this.imageProcessingPostProcess) { <mask> this._createCompositionEffect(); <mask> } <mask> <mask> this._postProcesses.push(this.imageProcessingPostProcess); <mask> this._bindPostProcessChain(); <mask> this._setState(true); <mask> } <mask> <mask> private _disable() { </s> fixing double iPP Former-commit-id: 2026e552d1ea0d28fba1df940c5f0ddb8c4cc240 </s> remove if (firstCameraPP) { </s> add if (firstCameraPP && this._postProcesses.length) { </s> remove this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; </s> add if (this._postProcesses.length) { this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; } else { const pp = this._scene.activeCamera?._getFirstPostProcess(); if (pp) { pp.inputTexture = this.prePassRT.getInternalTexture()!; } } </s> remove effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess); </s> add effect.setTextureFromPostProcessOutput("originalColor", this._originalColorPostProcess);
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/facf3dda8ec5f2d494eb1ea95bee557ebed00eb4
src/Rendering/prePassRenderer.ts
if (this._postProcesses.length) { this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; } else { const pp = this._scene.activeCamera?._getFirstPostProcess(); if (pp) { pp.inputTexture = this.prePassRT.getInternalTexture()!; } }
<mask> } <mask> } <mask> <mask> private _bindPostProcessChain() { <mask> this._postProcesses[0].inputTexture = this.prePassRT.getInternalTexture()!; <mask> } <mask> <mask> /** <mask> * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering. <mask> */ </s> fixing double iPP Former-commit-id: 2026e552d1ea0d28fba1df940c5f0ddb8c4cc240 </s> remove this._postProcesses.push(this.imageProcessingPostProcess); </s> add let isIPPAlreadyPresent = false; if (this._scene.activeCamera?._postProcesses) { for (let i = 0; i < this._scene.activeCamera._postProcesses.length; i++) { if (this._scene.activeCamera._postProcesses[i] instanceof ImageProcessingPostProcess) { isIPPAlreadyPresent = true; } } } if (!isIPPAlreadyPresent) { this._postProcesses.push(this.imageProcessingPostProcess); } </s> remove if (firstCameraPP) { </s> add if (firstCameraPP && this._postProcesses.length) { </s> remove effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess); </s> add effect.setTextureFromPostProcessOutput("originalColor", this._originalColorPostProcess);
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/facf3dda8ec5f2d494eb1ea95bee557ebed00eb4
src/Rendering/prePassRenderer.ts
this._debugCanvasWidth = 320; this._debugCanvasHeight = 200;
<mask> function Analyser(scene) { <mask> this.SMOOTHING = 0.75; <mask> this.FFT_SIZE = 512; <mask> this.BARGRAPHAMPLITUDE = 256; <mask> this.DEBUGCANVASPOS = { x: 20, y: 20 }; <mask> this.DEBUGCANVASSIZE = { width: 320, height: 200 }; <mask> this._scene = scene; <mask> this._audioEngine = scene.getEngine().getAudioEngine(); <mask> if (this._audioEngine.canUseWebAudio) { <mask> this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser(); <mask> this._webAudioAnalyser.minDecibels = -140; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove this.name = name; </s> add this._name = name; </s> remove this._debugCanvas.width = this.DEBUGCANVASSIZE.width; this._debugCanvas.height = this.DEBUGCANVASSIZE.height; </s> add this._debugCanvas.width = this._debugCanvasWidth; this._debugCanvas.height = this._debugCanvasHeight;
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.js
this._debugCanvas.width = this._debugCanvasWidth; this._debugCanvas.height = this._debugCanvasHeight;
<mask> var _this = this; <mask> if (this._audioEngine.canUseWebAudio) { <mask> if (!this._debugCanvas) { <mask> this._debugCanvas = document.createElement("canvas"); <mask> this._debugCanvas.width = this.DEBUGCANVASSIZE.width; <mask> this._debugCanvas.height = this.DEBUGCANVASSIZE.height; <mask> this._debugCanvas.style.position = "absolute"; <mask> this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px"; <mask> this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px"; <mask> this._debugCanvasContext = this._debugCanvas.getContext("2d"); <mask> document.body.appendChild(this._debugCanvas); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px"; this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px"; </s> add this._debugCanvas.style.top = "30px"; this._debugCanvas.style.left = "10px"; </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) { </s> add Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) { </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); });
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.js
this._debugCanvas.style.top = "30px"; this._debugCanvas.style.left = "10px";
<mask> this._debugCanvas = document.createElement("canvas"); <mask> this._debugCanvas.width = this.DEBUGCANVASSIZE.width; <mask> this._debugCanvas.height = this.DEBUGCANVASSIZE.height; <mask> this._debugCanvas.style.position = "absolute"; <mask> this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px"; <mask> this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px"; <mask> this._debugCanvasContext = this._debugCanvas.getContext("2d"); <mask> document.body.appendChild(this._debugCanvas); <mask> this._registerFunc = function () { <mask> _this.drawDebugCanvas(); <mask> }; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._debugCanvas.width = this.DEBUGCANVASSIZE.width; this._debugCanvas.height = this.DEBUGCANVASSIZE.height; </s> add this._debugCanvas.width = this._debugCanvasWidth; this._debugCanvas.height = this._debugCanvasHeight; </s> remove this._startTime = startTime; this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); </s> add this.startTime = startTime; this._soundSource.start(startTime, this.startOffset % this._soundSource.buffer.duration); </s> remove var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); </s> add var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount(); </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message); </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); });
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.js
this._debugCanvasContext.fillRect(0, 0, this._debugCanvasWidth, this._debugCanvasHeight);
<mask> if (this._registerFunc) { <mask> var workingArray = this.getByteFrequencyData(); <mask> <mask> this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)'; <mask> this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height); <mask> <mask> for (var i = 0; i < this.getFrequencyBinCount(); i++) { <mask> var value = workingArray[i]; <mask> var percent = value / this.BARGRAPHAMPLITUDE; <mask> var height = this.DEBUGCANVASSIZE.height * percent; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); </s> add var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount(); </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) { </s> remove sound = this.soundTracks[i].soundCollection[j]; </s> add var sound = this.soundTracks[i].soundCollection[j]; </s> remove forEach = forEach || (function (item) { return; }); </s> add </s> remove var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { var mesh = currentRenderList[meshIndex]; </s> add for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) { var mesh = this.renderList[meshIndex];
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.js
var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount();
<mask> <mask> for (var i = 0; i < this.getFrequencyBinCount(); i++) { <mask> var value = workingArray[i]; <mask> var percent = value / this.BARGRAPHAMPLITUDE; <mask> var height = this.DEBUGCANVASSIZE.height * percent; <mask> var offset = this.DEBUGCANVASSIZE.height - height - 1; <mask> var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); <mask> var hue = i / this.getFrequencyBinCount() * 360; <mask> this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)'; <mask> this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height); <mask> } <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height); </s> add this._debugCanvasContext.fillRect(0, 0, this._debugCanvasWidth, this._debugCanvasHeight); </s> remove /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ </s> add </s> remove sound = this.soundTracks[i].soundCollection[j]; </s> add var sound = this.soundTracks[i].soundCollection[j]; </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) { </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.js
if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; }
<mask> } <mask> } <mask> <mask> public getFrequencyBinCount(): number { <mask> return this._webAudioAnalyser.frequencyBinCount; <mask> } <mask> <mask> public getByteFrequencyData(): Uint8Array { <mask> this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; <mask> this._webAudioAnalyser.fftSize = this.FFT_SIZE; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { </s> add public attachToMesh(meshToConnectTo: AbstractMesh) { </s> remove var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat); </s> add var direction = Vector3.TransformNormal(this._localDirection, mat);
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.ts
if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); }
<mask> return this._webAudioAnalyser.frequencyBinCount; <mask> } <mask> <mask> public getByteFrequencyData(): Uint8Array { <mask> this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; <mask> this._webAudioAnalyser.fftSize = this.FFT_SIZE; <mask> this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); <mask> return this._byteFreqs; <mask> } <mask> <mask> public getByteTimeDomainData(): Uint8Array { <mask> this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); } </s> remove return this._webAudioAnalyser.frequencyBinCount; </s> add if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { </s> add public attachToMesh(meshToConnectTo: AbstractMesh) { </s> remove var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat); </s> add var direction = Vector3.TransformNormal(this._localDirection, mat);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.ts
if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); }
<mask> return this._byteFreqs; <mask> } <mask> <mask> public getByteTimeDomainData(): Uint8Array { <mask> this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; <mask> this._webAudioAnalyser.fftSize = this.FFT_SIZE; <mask> this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); <mask> return this._byteTime; <mask> } <mask> <mask> public getFloatFrequencyData(): Uint8Array { <mask> this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove return this._webAudioAnalyser.frequencyBinCount; </s> add if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } </s> remove public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { </s> add public attachToMesh(meshToConnectTo: AbstractMesh) { </s> remove var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat); </s> add var direction = Vector3.TransformNormal(this._localDirection, mat);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.ts
if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); }
<mask> return this._byteTime; <mask> } <mask> <mask> public getFloatFrequencyData(): Uint8Array { <mask> this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; <mask> this._webAudioAnalyser.fftSize = this.FFT_SIZE; <mask> this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); <mask> return this._floatFreqs; <mask> } <mask> <mask> public drawDebugCanvas() { <mask> if (this._audioEngine.canUseWebAudio) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); } </s> remove return this._webAudioAnalyser.frequencyBinCount; </s> add if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } </s> remove public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { </s> add public attachToMesh(meshToConnectTo: AbstractMesh) { </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.analyser.ts
<mask> this.masterGain.gain.value = 1; <mask> this.masterGain.connect(this.audioContext.destination); <mask> } <mask> } <mask> AudioEngine.prototype.dispose = function () { <mask> if (this.canUseWebAudio) { <mask> if (this._connectedAnalyser) { <mask> this._connectedAnalyser.stopDebugCanvas(); <mask> } <mask> this.canUseWebAudio = false; <mask> this.masterGain.disconnect(); <mask> this.masterGain = null; <mask> this.audioContext = null; <mask> } <mask> }; <mask> <mask> AudioEngine.prototype.getGlobalVolume = function () { <mask> if (this.canUseWebAudio) { <mask> return this.masterGain.gain.value; <mask> } else { <mask> return -1; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add </s> remove this._connectedAnalyser.connectAudioNodes(this.masterGain, this.audioContext.destination); </s> add analyser.connectAudioNodes(this.masterGain, this.audioContext.destination);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.audioengine.js
<mask> } <mask> }; <mask> <mask> AudioEngine.prototype.connectToAnalyser = function (analyser) { <mask> if (this._connectedAnalyser) { <mask> this._connectedAnalyser.stopDebugCanvas(); <mask> } <mask> this._connectedAnalyser = analyser; <mask> if (this.canUseWebAudio) { <mask> this.masterGain.disconnect(); <mask> this._connectedAnalyser.connectAudioNodes(this.masterGain, this.audioContext.destination); <mask> } <mask> }; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._connectedAnalyser.connectAudioNodes(this.masterGain, this.audioContext.destination); </s> add analyser.connectAudioNodes(this.masterGain, this.audioContext.destination); </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.audioengine.js
analyser.connectAudioNodes(this.masterGain, this.audioContext.destination);
<mask> } <mask> this._connectedAnalyser = analyser; <mask> if (this.canUseWebAudio) { <mask> this.masterGain.disconnect(); <mask> this._connectedAnalyser.connectAudioNodes(this.masterGain, this.audioContext.destination); <mask> } <mask> }; <mask> return AudioEngine; <mask> })(); <mask> BABYLON.AudioEngine = AudioEngine; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; </s> add </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); }
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.audioengine.js
this.startTime = 0; this.startOffset = 0;
<mask> this.rolloffFactor = 1; <mask> this.maxDistance = 100; <mask> this.distanceModel = "linear"; <mask> this.panningModel = "HRTF"; <mask> this._startTime = 0; <mask> this._startOffset = 0; <mask> this._position = BABYLON.Vector3.Zero(); <mask> this._localDirection = new BABYLON.Vector3(1, 0, 0); <mask> this._volume = 1; <mask> this._isLoaded = false; <mask> this._isReadyToPlay = false; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this.definedFacingForward = true; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove private _audioEngine: BABYLON.AudioEngine; </s> add private _audioEngine: AudioEngine; </s> remove Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) { return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach)); </s> add Scene.prototype.getMaterialByTags = function (tagsQuery) { return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
this._name = name;
<mask> // If not set, the sound will be omnidirectional <mask> this._coneInnerAngle = 360; <mask> this._coneOuterAngle = 360; <mask> this._coneOuterGain = 0; <mask> this.name = name; <mask> this._scene = scene; <mask> this._audioEngine = this._scene.getEngine().getAudioEngine(); <mask> this._readyToPlayCallback = readyToPlayCallback; <mask> <mask> // Default custom attenuation function is a linear attenuation </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove constructor(name: string, urlOrArrayBuffer: any, scene: BABYLON.Scene, readyToPlayCallback?: () => void, options?) { </s> add constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?) { </s> remove private _scene: BABYLON.Scene; private _connectedMesh: BABYLON.AbstractMesh; </s> add private _scene: Scene; private _connectedMesh: AbstractMesh; </s> remove /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ </s> add </s> remove BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> add Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
<mask> } <mask> } <mask> } <mask> } <mask> Sound.prototype.dispose = function () { <mask> if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { <mask> if (this._isPlaying) { <mask> this.stop(); <mask> } <mask> this._isReadyToPlay = false; <mask> if (this.soundTrackId === -1) { <mask> this._scene.mainSoundTrack.RemoveSound(this); <mask> } else { <mask> this._scene.soundTracks[this.soundTrackId].RemoveSound(this); <mask> } <mask> this._soundGain.disconnect(); <mask> this._soundSource.disconnect(); <mask> this._audioBuffer = null; <mask> this._soundGain = null; <mask> this._soundSource = null; <mask> if (this._soundPanner) { <mask> this._soundPanner.disconnect(); <mask> this._soundPanner = null; <mask> } <mask> this._audioNode.disconnect(); <mask> if (this._connectedMesh) { <mask> this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); <mask> this._connectedMesh = null; <mask> } <mask> } <mask> }; <mask> <mask> Sound.prototype._soundLoaded = function (audioData) { <mask> var _this = this; <mask> this._isLoaded = true; <mask> this._audioEngine.audioContext.decodeAudioData(audioData, function (buffer) { <mask> _this._audioBuffer = buffer; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add
[ "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/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
this.startTime = startTime; this._soundSource.start(startTime, this.startOffset % this._soundSource.buffer.duration);
<mask> } <mask> } <mask> this._soundSource.connect(this._audioNode); <mask> this._soundSource.loop = this.loop; <mask> this._startTime = startTime; <mask> this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); <mask> this._isPlaying = true; <mask> } catch (ex) { <mask> BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); <mask> } <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message); </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); </s> remove var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); </s> add var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount(); </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message);
<mask> this._startTime = startTime; <mask> this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); <mask> this._isPlaying = true; <mask> } catch (ex) { <mask> BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); <mask> } <mask> } <mask> }; <mask> <mask> /** </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> remove this._startTime = startTime; this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); </s> add this.startTime = startTime; this._soundSource.start(startTime, this.startOffset % this._soundSource.buffer.duration); </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); </s> remove this._debugCanvas.width = this.DEBUGCANVASSIZE.width; this._debugCanvas.height = this.DEBUGCANVASSIZE.height; </s> add this._debugCanvas.width = this._debugCanvasWidth; this._debugCanvas.height = this._debugCanvasHeight; </s> remove this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px"; this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px"; </s> add this._debugCanvas.style.top = "30px"; this._debugCanvas.style.left = "10px";
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
this.startOffset += this._audioEngine.audioContext.currentTime - this.startTime;
<mask> <mask> Sound.prototype.pause = function () { <mask> if (this._isPlaying) { <mask> this._soundSource.stop(0); <mask> this._startOffset += this._audioEngine.audioContext.currentTime - this._startTime; <mask> } <mask> }; <mask> <mask> Sound.prototype.setVolume = function (newVolume) { <mask> this._volume = newVolume; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) {
<mask> this.stop(); <mask> this.play(); <mask> } <mask> } <mask> this._registerFunc = function (connectedMesh) { <mask> return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); <mask> }; <mask> meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); <mask> }; <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove }; meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); </s> add }); </s> remove this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> add this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) { </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
});
<mask> } <mask> } <mask> this._registerFunc = function (connectedMesh) { <mask> return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); <mask> }; <mask> meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); <mask> }; <mask> <mask> Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) { <mask> this.setPosition(connectedMesh.position); <mask> if (this._isDirectional && this._isPlaying) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._registerFunc = function (connectedMesh) { </s> add meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) { </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) { </s> remove this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> add this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.js
private _audioEngine: AudioEngine;
<mask> private _isLoaded: boolean = false; <mask> private _isReadyToPlay: boolean = false; <mask> private _isPlaying: boolean = false; <mask> private _isDirectional: boolean = false; <mask> private _audioEngine: BABYLON.AudioEngine; <mask> private _readyToPlayCallback; <mask> private _audioBuffer; <mask> private _soundSource: AudioBufferSourceNode; <mask> private _soundPanner: PannerNode; <mask> private _soundGain: GainNode; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove private _scene: BABYLON.Scene; private _connectedMesh: BABYLON.AbstractMesh; </s> add private _scene: Scene; private _connectedMesh: AbstractMesh; </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) { </s> remove this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> add this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> remove var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat); </s> add var direction = Vector3.TransformNormal(this._localDirection, mat); </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
private _scene: Scene; private _connectedMesh: AbstractMesh;
<mask> // If not set, the sound will be omnidirectional <mask> private _coneInnerAngle: number = 360; <mask> private _coneOuterAngle: number = 360; <mask> private _coneOuterGain: number = 0; <mask> private _scene: BABYLON.Scene; <mask> private _connectedMesh: BABYLON.AbstractMesh; <mask> private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number; <mask> private _registerFunc; <mask> <mask> /** <mask> * Create a sound and attach it to a scene </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this.name = name; </s> add this._name = name; </s> remove private _audioEngine: BABYLON.AudioEngine; </s> add private _audioEngine: AudioEngine; </s> remove BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> add Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) { </s> remove this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> add this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh);
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?) {
<mask> * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer <mask> * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played <mask> * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel <mask> */ <mask> constructor(name: string, urlOrArrayBuffer: any, scene: BABYLON.Scene, readyToPlayCallback?: () => void, options?) { <mask> this.name = name; <mask> this._scene = scene; <mask> this._audioEngine = this._scene.getEngine().getAudioEngine(); <mask> this._readyToPlayCallback = readyToPlayCallback; <mask> // Default custom attenuation function is a linear attenuation </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this.name = name; </s> add this._name = name; </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); </s> add Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add </s> remove BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> add Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
Tools.LoadFile(urlOrArrayBuffer, (data) => { this._soundLoaded(data); }, null, null, true);
<mask> this._audioNode = this._soundGain; <mask> } <mask> this._scene.mainSoundTrack.AddSound(this); <mask> if (typeof (urlOrArrayBuffer) === "string") { <mask> BABYLON.Tools.LoadFile(urlOrArrayBuffer,(data) => { this._soundLoaded(data); }, null, null, true); <mask> } <mask> else { <mask> if (urlOrArrayBuffer instanceof ArrayBuffer) { <mask> this._soundLoaded(urlOrArrayBuffer); <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); </s> add Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
<mask> if (urlOrArrayBuffer instanceof ArrayBuffer) { <mask> this._soundLoaded(urlOrArrayBuffer); <mask> } <mask> else { <mask> BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); <mask> } <mask> } <mask> } <mask> } <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove BABYLON.Tools.LoadFile(urlOrArrayBuffer,(data) => { this._soundLoaded(data); }, null, null, true); </s> add Tools.LoadFile(urlOrArrayBuffer, (data) => { this._soundLoaded(data); }, null, null, true); </s> remove BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> add Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> remove /** * Toggle full screen mode. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user */ </s> add </s> remove Scene.prototype._getByTags = function (list, tagsQuery, forEach) { </s> add Scene.prototype._getByTags = function (list, tagsQuery) { </s> remove /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => {
<mask> } <mask> <mask> private _soundLoaded(audioData: ArrayBuffer) { <mask> this._isLoaded = true; <mask> this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { <mask> this._audioBuffer = buffer; <mask> this._isReadyToPlay = true; <mask> if (this.autoplay) { this.play(); } <mask> if (this._readyToPlayCallback) { this._readyToPlayCallback(); } <mask> }, function (error) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove BABYLON.Tools.LoadFile(urlOrArrayBuffer,(data) => { this._soundLoaded(data); }, null, null, true); </s> add Tools.LoadFile(urlOrArrayBuffer, (data) => { this._soundLoaded(data); }, null, null, true); </s> remove if (this.refreshRate === this._currentRefreshId) { </s> add if (this.refreshRate == this._currentRefreshId) { </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
}, (error) => { Tools.Error("Error while decoding audio data: " + error.err); });
<mask> this._audioBuffer = buffer; <mask> this._isReadyToPlay = true; <mask> if (this.autoplay) { this.play(); } <mask> if (this._readyToPlayCallback) { this._readyToPlayCallback(); } <mask> }, function (error) { <mask> BABYLON.Tools.Error("Error while decoding audio data: " + error.err); <mask> }); <mask> } <mask> <mask> public updateOptions(options) { <mask> if (options) { <mask> this.loop = options.loop || this.loop; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove this._startTime = startTime; this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); </s> add this.startTime = startTime; this._soundSource.start(startTime, this.startOffset % this._soundSource.buffer.duration); </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message); </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
<mask> * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0) <mask> */ <mask> public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number) { <mask> if (coneOuterAngle < coneInnerAngle) { <mask> BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); <mask> return; <mask> } <mask> this._coneInnerAngle = coneInnerAngle; <mask> this._coneOuterAngle = coneOuterAngle; <mask> this._coneOuterGain = coneOuterGain; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); </s> add Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound."); </s> remove private _scene: BABYLON.Scene; private _connectedMesh: BABYLON.AbstractMesh; </s> add private _scene: Scene; private _connectedMesh: AbstractMesh; </s> remove // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; </s> add </s> remove /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ </s> add </s> remove this.name = name; </s> add this._name = name;
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
var direction = Vector3.TransformNormal(this._localDirection, mat);
<mask> } <mask> <mask> private _updateDirection() { <mask> var mat = this._connectedMesh.getWorldMatrix(); <mask> var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat); <mask> direction.normalize(); <mask> this._soundPanner.setOrientation(direction.x, direction.y, direction.z); <mask> } <mask> <mask> public updateDistanceFromListener() { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove return this._webAudioAnalyser.frequencyBinCount; </s> add if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); } </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
<mask> this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); <mask> this._isPlaying = true; <mask> } <mask> catch (ex) { <mask> BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); <mask> } <mask> } <mask> } <mask> <mask> /** </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message); </s> add BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message); </s> remove this._startTime = startTime; this._soundSource.start(startTime, this._startOffset % this._soundSource.buffer.duration); </s> add this.startTime = startTime; this._soundSource.start(startTime, this.startOffset % this._soundSource.buffer.duration); </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); </s> remove var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); </s> add var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount(); </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
public attachToMesh(meshToConnectTo: AbstractMesh) {
<mask> public getVolume(): number { <mask> return this._volume; <mask> } <mask> <mask> public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { <mask> this._connectedMesh = meshToConnectTo; <mask> if (!this.spatialSound) { <mask> this._createSpatialParameters(); <mask> this.spatialSound = true; <mask> if (this._isPlaying && this.loop) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove return this._webAudioAnalyser.frequencyBinCount; </s> add if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs); } </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getByteTimeDomainData(this._byteTime); } </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh);
<mask> this.stop(); <mask> this.play(); <mask> } <mask> } <mask> this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); <mask> meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); <mask> } <mask> <mask> private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { <mask> this.setPosition(connectedMesh.position); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { </s> add private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) { </s> remove this._registerFunc = function (connectedMesh) { </s> add meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) { </s> remove }; meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); </s> add }); </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { </s> add public attachToMesh(meshToConnectTo: AbstractMesh) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
private _onRegisterAfterWorldMatrixUpdate(connectedMesh: AbstractMesh) {
<mask> this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); <mask> meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); <mask> } <mask> <mask> private _onRegisterAfterWorldMatrixUpdate(connectedMesh: BABYLON.AbstractMesh) { <mask> this.setPosition(connectedMesh.position); <mask> if (this._isDirectional && this._isPlaying) { <mask> this._updateDirection(); <mask> } <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._registerFunc = (connectedMesh: BABYLON.AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> add this._registerFunc = (connectedMesh: AbstractMesh) => this._onRegisterAfterWorldMatrixUpdate(connectedMesh); </s> remove }; meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc); </s> add }); </s> remove public attachToMesh(meshToConnectTo: BABYLON.AbstractMesh) { </s> add public attachToMesh(meshToConnectTo: AbstractMesh) { </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove this._registerFunc = function (connectedMesh) { </s> add meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.sound.ts
//this._trackConvolver = this._audioEngine.audioContext.createConvolver(); //this._trackConvolver.connect(this._trackGain);
<mask> this.soundCollection = new Array(); <mask> if (this._audioEngine.canUseWebAudio) { <mask> this._trackGain = this._audioEngine.audioContext.createGain(); <mask> this._trackGain.connect(this._audioEngine.masterGain); <mask> <mask> if (options) { <mask> if (options.volume) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); } </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.soundtrack.js
<mask> this._scene.soundTracks.push(this); <mask> this.id = this._scene.soundTracks.length - 1; <mask> } <mask> } <mask> SoundTrack.prototype.dispose = function () { <mask> if (this._audioEngine.canUseWebAudio) { <mask> if (this._connectedAnalyser) { <mask> this._connectedAnalyser.stopDebugCanvas(); <mask> } <mask> while (this.soundCollection.length) { <mask> this.soundCollection[0].dispose(); <mask> } <mask> this._trackGain.disconnect(); <mask> this._trackGain = null; <mask> } <mask> }; <mask> <mask> SoundTrack.prototype.AddSound = function (sound) { <mask> sound.connectToSoundTrackAudioNode(this._trackGain); <mask> if (sound.soundTrackId) { <mask> if (sound.soundTrackId === -1) { <mask> this._scene.mainSoundTrack.RemoveSound(sound); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove SoundTrack.prototype.connectToAnalyser = function (analyser) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; if (this._audioEngine.canUseWebAudio) { this._trackGain.disconnect(); this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); } }; </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; </s> add </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add
[ "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/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.soundtrack.js
<mask> if (this._audioEngine.canUseWebAudio) { <mask> this._trackGain.gain.value = newVolume; <mask> } <mask> }; <mask> <mask> SoundTrack.prototype.connectToAnalyser = function (analyser) { <mask> if (this._connectedAnalyser) { <mask> this._connectedAnalyser.stopDebugCanvas(); <mask> } <mask> this._connectedAnalyser = analyser; <mask> if (this._audioEngine.canUseWebAudio) { <mask> this._trackGain.disconnect(); <mask> this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain); <mask> } <mask> }; <mask> return SoundTrack; <mask> })(); <mask> BABYLON.SoundTrack = SoundTrack; <mask> })(BABYLON || (BABYLON = {})); <mask> //# sourceMappingURL=babylon.soundtrack.js.map </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this._connectedAnalyser = analyser; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove this._connectedAnalyser.connectAudioNodes(this.masterGain, this.audioContext.destination); </s> add analyser.connectAudioNodes(this.masterGain, this.audioContext.destination); </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); </s> add if (this._audioEngine.canUseWebAudio) { this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING; this._webAudioAnalyser.fftSize = this.FFT_SIZE; this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs); }
[ "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/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Audio/babylon.soundtrack.js
<mask> traverse(trigger.children[j], triggerParams, null, null); <mask> } <mask> }; <mask> <mask> var parseSound = function (parsedSound, scene, rootUrl) { <mask> var soundName = parsedSound.name; <mask> var soundUrl = rootUrl + soundName; <mask> <mask> var options = { <mask> autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, <mask> spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, <mask> rolloffFactor: parsedSound.rolloffFactor, <mask> refDistance: parsedSound.refDistance, <mask> distanceModel: parsedSound.distanceModel, <mask> panningModel: parsedSound.panningModel <mask> }; <mask> <mask> var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { <mask> scene._removePendingData(newSound); <mask> }, options); <mask> scene._addPendingData(newSound); <mask> <mask> if (parsedSound.position) { <mask> var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); <mask> newSound.setPosition(soundPosition); <mask> } <mask> if (parsedSound.isDirectional) { <mask> newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); <mask> if (parsedSound.localDirectionToMesh) { <mask> var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); <mask> newSound.setLocalDirectionToMesh(localDirectionToMesh); <mask> } <mask> } <mask> if (parsedSound.connectedMeshId) { <mask> var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); <mask> if (connectedMesh) { <mask> newSound.attachToMesh(connectedMesh); <mask> } <mask> } <mask> }; <mask> <mask> var isDescendantOf = function (mesh, names, hierarchyIds) { <mask> names = (names instanceof Array) ? names : [names]; <mask> for (var i in names) { <mask> if (mesh.name === names[i]) { <mask> hierarchyIds.push(mesh.id); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); </s> add var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options); </s> remove forEach = forEach || (function (item) { return; }); </s> add </s> remove var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { var mesh = currentRenderList[meshIndex]; </s> add for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) { var mesh = this.renderList[meshIndex]; </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) {
[ "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/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Loading/Plugins/babylon.babylonFileLoader.js
<mask> parseShadowGenerator(parsedShadowGenerator, scene); <mask> } <mask> } <mask> <mask> // Sounds <mask> if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { <mask> for (index = 0; index < parsedData.sounds.length; index++) { <mask> var parsedSound = parsedData.sounds[index]; <mask> parseSound(parsedSound, scene, rootUrl); <mask> } <mask> } <mask> <mask> // Actions (scene) <mask> if (parsedData.actions) { <mask> parseActions(parsedData.actions, null, scene); <mask> } <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) { </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add </s> remove sound = this.soundTracks[i].soundCollection[j]; </s> add var sound = this.soundTracks[i].soundCollection[j]; </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) {
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Loading/Plugins/babylon.babylonFileLoader.js
var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options);
<mask> distanceModel: parsedSound.distanceModel, <mask> panningModel: parsedSound.panningModel <mask> }; <mask> <mask> var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { <mask> scene._removePendingData(newSound); <mask> }, options); <mask> scene._addPendingData(newSound); <mask> <mask> if (parsedSound.position) { <mask> var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); <mask> newSound.setPosition(soundPosition); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add </s> remove Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) { </s> add Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) { </s> remove var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); </s> add var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Loading/Plugins/babylon.babylonFileLoader.ts
if (this.refreshRate == this._currentRefreshId) {
<mask> this._currentRefreshId = 1; <mask> return true; <mask> } <mask> <mask> if (this.refreshRate === this._currentRefreshId) { <mask> this._currentRefreshId = 1; <mask> return true; <mask> } <mask> <mask> this._currentRefreshId++; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Materials/Textures/babylon.renderTargetTexture.js
if (!this.renderList) {
<mask> <mask> delete this._waitingRenderList; <mask> } <mask> <mask> if (this.renderList && this.renderList.length === 0) { <mask> return; <mask> } <mask> <mask> // Bind <mask> if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove forEach = forEach || (function (item) { return; }); </s> add </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Materials/Textures/babylon.renderTargetTexture.js
for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) { var mesh = this.renderList[meshIndex];
<mask> engine.clear(scene.clearColor, true, true); <mask> <mask> this._renderingManager.reset(); <mask> <mask> var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; <mask> <mask> for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { <mask> var mesh = currentRenderList[meshIndex]; <mask> <mask> if (mesh) { <mask> if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) { <mask> // Reset _currentRefreshId <mask> this.resetRefreshCounter(); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) { </s> add if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) { </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) { </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) {
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Materials/Textures/babylon.renderTargetTexture.js
if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
<mask> this.resetRefreshCounter(); <mask> continue; <mask> } <mask> <mask> if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) { <mask> mesh._activate(scene.getRenderId()); <mask> <mask> for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { <mask> var subMesh = mesh.subMeshes[subIndex]; <mask> scene._activeVertices += subMesh.indexCount; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { var mesh = currentRenderList[meshIndex]; </s> add for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) { var mesh = this.renderList[meshIndex]; </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) { </s> remove sound = this.soundTracks[i].soundCollection[j]; </s> add var sound = this.soundTracks[i].soundCollection[j];
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Materials/Textures/babylon.renderTargetTexture.js
this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
<mask> this.onBeforeRender(); <mask> } <mask> <mask> // Render <mask> this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites); <mask> <mask> if (useCameraPostProcess) { <mask> scene.postProcessManager._finalizeFrame(false, this._texture); <mask> } <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove if (this.renderList && this.renderList.length === 0) { </s> add if (!this.renderList) { </s> remove if (this._depthRenderer) { this._depthRenderer.dispose(); } </s> add </s> remove this._renderSprites(index); </s> add if (renderSprites) { this._renderSprites(index); }
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Materials/Textures/babylon.renderTargetTexture.js
var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
<mask> }; <mask> <mask> RenderTargetTexture.prototype.clone = function () { <mask> var textureSize = this.getSize(); <mask> var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); <mask> <mask> // Base texture <mask> newTexture.hasAlpha = this.hasAlpha; <mask> newTexture.level = this.level; <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); </s> add var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options); </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add </s> remove Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) { </s> add Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) { </s> remove this.definedFacingForward = true; </s> add </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Materials/Textures/babylon.renderTargetTexture.js
<mask> d.prototype = new __(); <mask> }; <mask> var BABYLON; <mask> (function (BABYLON) { <mask> /** <mask> * Creates an instance based on a source mesh. <mask> */ <mask> var InstancedMesh = (function (_super) { <mask> __extends(InstancedMesh, _super); <mask> function InstancedMesh(name, source) { <mask> _super.call(this, name, source.getScene()); <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this.definedFacingForward = true; </s> add </s> remove * @constructor </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove forEach = forEach || (function (item) { return; }); </s> add </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.InstancedMesh.js
if (mesh.parent == this) {
<mask> if (!doNotCloneChildren) { <mask> for (var index = 0; index < this.getScene().meshes.length; index++) { <mask> var mesh = this.getScene().meshes[index]; <mask> <mask> if (mesh.parent === this) { <mask> mesh.clone(mesh.name, result); <mask> } <mask> } <mask> } <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.InstancedMesh.js
<mask> __extends(AbstractMesh, _super); <mask> function AbstractMesh(name, scene) { <mask> _super.call(this, name, scene); <mask> // Properties <mask> this.definedFacingForward = true; <mask> this.position = new BABYLON.Vector3(0, 0, 0); <mask> this.rotation = new BABYLON.Vector3(0, 0, 0); <mask> this.scaling = new BABYLON.Vector3(1, 1, 1); <mask> this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE; <mask> this.visibility = 1.0; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._startTime = 0; this._startOffset = 0; </s> add this.startTime = 0; this.startOffset = 0; </s> remove /** * Creates an instance based on a source mesh. */ </s> add </s> remove var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); </s> add var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); </s> remove this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height); </s> add this._debugCanvasContext.fillRect(0, 0, this._debugCanvasWidth, this._debugCanvasHeight); </s> remove Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) { </s> add Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.abstractMesh.js
<mask> this.position.z = absolutePositionZ; <mask> } <mask> }; <mask> <mask> // ================================== Point of View Movement ================================= <mask> /** <mask> * Perform relative position change from the point of view of behind the front of the mesh. <mask> * This is performed taking into account the meshes current rotation, so you do not have to care. <mask> * Supports definition of mesh facing forward or backward. <mask> * @param {number} amountRight <mask> * @param {number} amountUp <mask> * @param {number} amountForward <mask> */ <mask> AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { <mask> this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); <mask> }; <mask> <mask> /** <mask> * Calculate relative position change from the point of view of behind the front of the mesh. <mask> * This is performed taking into account the meshes current rotation, so you do not have to care. <mask> * Supports definition of mesh facing forward or backward. <mask> * @param {number} amountRight <mask> * @param {number} amountUp <mask> * @param {number} amountForward <mask> */ <mask> AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { <mask> var rotMatrix = new BABYLON.Matrix(); <mask> var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); <mask> rotQuaternion.toRotationMatrix(rotMatrix); <mask> <mask> var translationDelta = BABYLON.Vector3.Zero(); <mask> var defForwardMult = this.definedFacingForward ? -1 : 1; <mask> BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); <mask> return translationDelta; <mask> }; <mask> <mask> // ================================== Point of View Rotation ================================= <mask> /** <mask> * Perform relative rotation change from the point of view of behind the front of the mesh. <mask> * Supports definition of mesh facing forward or backward. <mask> * @param {number} flipBack <mask> * @param {number} twirlClockwise <mask> * @param {number} tiltRight <mask> */ <mask> AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { <mask> this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); <mask> }; <mask> <mask> /** <mask> * Calculate relative rotation change from the point of view of behind the front of the mesh. <mask> * Supports definition of mesh facing forward or backward. <mask> * @param {number} flipBack <mask> * @param {number} twirlClockwise <mask> * @param {number} tiltRight <mask> */ <mask> AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { <mask> var defForwardMult = this.definedFacingForward ? 1 : -1; <mask> return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); <mask> }; <mask> <mask> AbstractMesh.prototype.setPivotMatrix = function (matrix) { <mask> this._pivotMatrix = matrix; <mask> this._cache.pivotMatrixUpdated = true; <mask> }; <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ </s> add </s> remove /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add </s> remove * @constructor </s> add </s> remove BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle."); </s> add Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
[ "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/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.abstractMesh.js
<mask> <mask> var Mesh = (function (_super) { <mask> __extends(Mesh, _super); <mask> /** <mask> * @constructor <mask> * @param {string} name - The value used by scene.getMeshByName() to do a lookup. <mask> * @param {Scene} scene - The scene to add this mesh to. <mask> * @param {Node} parent - The parent of this mesh, if it has one <mask> * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned. <mask> * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False. </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; </s> add </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
Mesh.prototype._clone = function () { };
<mask> } <mask> } <mask> Object.defineProperty(Mesh.prototype, "hasLODLevels", { <mask> // Methods <mask> get: function () { <mask> return this._LODLevels.length > 0; <mask> }, <mask> enumerable: true, </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } </s> add </s> remove return this._webAudioAnalyser.frequencyBinCount; </s> add if (this._audioEngine.canUseWebAudio) { return this._webAudioAnalyser.frequencyBinCount; } else { return 0; } </s> remove BABYLON.Tools.LoadFile(urlOrArrayBuffer,(data) => { this._soundLoaded(data); }, null, null, true); </s> add Tools.LoadFile(urlOrArrayBuffer, (data) => { this._soundLoaded(data); }, null, null, true); </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
<mask> return 0; <mask> }); <mask> }; <mask> <mask> /** <mask> * Add a mesh as LOD level triggered at the given distance. <mask> * @param {number} distance - the distance from the center of the object to show this level <mask> * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level <mask> * @return {BABYLON.Mesh} this mesh (for chaining) <mask> */ <mask> Mesh.prototype.addLODLevel = function (distance, mesh) { <mask> if (mesh && mesh._masterMesh) { <mask> BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice"); <mask> return this; <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; </s> add </s> remove * @constructor </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
<mask> <mask> return this; <mask> }; <mask> <mask> /** <mask> * Remove a mesh from the LOD array <mask> * @param {BABYLON.Mesh} mesh - the mesh to be removed. <mask> * @return {BABYLON.Mesh} this mesh (for chaining) <mask> */ <mask> Mesh.prototype.removeLODLevel = function (mesh) { <mask> for (var index = 0; index < this._LODLevels.length; index++) { <mask> if (this._LODLevels[index].mesh === mesh) { <mask> this._LODLevels.splice(index, 1); <mask> if (mesh) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) { </s> remove var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { var mesh = currentRenderList[meshIndex]; </s> add for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) { var mesh = this.renderList[meshIndex]; </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
<mask> _super.prototype.dispose.call(this, doNotRecurse); <mask> }; <mask> <mask> // Geometric tools <mask> Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) { <mask> var _this = this; <mask> var scene = this.getScene(); <mask> <mask> var onload = function (img) { <mask> // Getting height map data </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove //execute success callback, if set if (onSuccess) { onSuccess(_this); } </s> add </s> remove Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) { </s> add Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) { </s> remove this._debugCanvas.width = this.DEBUGCANVASSIZE.width; this._debugCanvas.height = this.DEBUGCANVASSIZE.height; </s> add this._debugCanvas.width = this._debugCanvasWidth; this._debugCanvas.height = this._debugCanvasHeight; </s> remove var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); </s> add var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount(); </s> remove this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height); </s> add this._debugCanvasContext.fillRect(0, 0, this._debugCanvasWidth, this._debugCanvasHeight);
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
<mask> // Create VertexData from map data <mask> var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data; <mask> <mask> _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight); <mask> <mask> //execute success callback, if set <mask> if (onSuccess) { <mask> onSuccess(_this); <mask> } <mask> }; <mask> <mask> BABYLON.Tools.LoadImage(url, onload, function () { <mask> }, scene.database); <mask> }; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove //execute ready callback, if set if (onReady) { onReady(ground); } </s> add </s> remove Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) { </s> add Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) { </s> remove var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); </s> add var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options); </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
<mask> <mask> return tiledGround; <mask> }; <mask> <mask> Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) { <mask> var ground = new BABYLON.GroundMesh(name, scene); <mask> ground._subdivisions = subdivisions; <mask> <mask> ground._setReady(false); <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) { </s> add Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) { </s> remove var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); </s> add var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options); </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove this.definedFacingForward = true; </s> add </s> remove var parseSound = function (parsedSound, scene, rootUrl) { var soundName = parsedSound.name; var soundUrl = rootUrl + soundName; var options = { autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume, spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance, rolloffFactor: parsedSound.rolloffFactor, refDistance: parsedSound.refDistance, distanceModel: parsedSound.distanceModel, panningModel: parsedSound.panningModel }; var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options); scene._addPendingData(newSound); if (parsedSound.position) { var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position); newSound.setPosition(soundPosition); } if (parsedSound.isDirectional) { newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0); if (parsedSound.localDirectionToMesh) { var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh); newSound.setLocalDirectionToMesh(localDirectionToMesh); } } if (parsedSound.connectedMeshId) { var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId); if (connectedMesh) { newSound.attachToMesh(connectedMesh); } } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
<mask> <mask> vertexData.applyToMesh(ground, updatable); <mask> <mask> ground._setReady(true); <mask> <mask> //execute ready callback, if set <mask> if (onReady) { <mask> onReady(ground); <mask> } <mask> }; <mask> <mask> BABYLON.Tools.LoadImage(url, onload, function () { <mask> }, scene.database); <mask> </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove //execute success callback, if set if (onSuccess) { onSuccess(_this); } </s> add </s> remove BABYLON.Tools.LoadFile(urlOrArrayBuffer,(data) => { this._soundLoaded(data); }, null, null, true); </s> add Tools.LoadFile(urlOrArrayBuffer, (data) => { this._soundLoaded(data); }, null, null, true); </s> remove }, function (error) { BABYLON.Tools.Error("Error while decoding audio data: " + error.err); }); </s> add }, (error) => { Tools.Error("Error while decoding audio data: " + error.err); }); </s> remove this._audioEngine.audioContext.decodeAudioData(audioData,(buffer) => { </s> add this._audioEngine.audioContext.decodeAudioData(audioData, (buffer) => { </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Mesh/babylon.mesh.js
if (renderSprites) { this._renderSprites(index); }
<mask> if (!renderingGroup.render(customRenderFunction)) { <mask> this._renderingGroups.splice(index, 1); <mask> } <mask> } <mask> this._renderSprites(index); <mask> if (renderParticles) { <mask> this._renderParticles(index, activeMeshes); <mask> } <mask> } <mask> }; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._renderSprites(index); </s> add if (renderSprites) { this._renderSprites(index); } </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Rendering/babylon.renderingManager.js
if (renderSprites) { this._renderSprites(index); }
<mask> if (!renderingGroup.render(customRenderFunction)) { <mask> this._renderingGroups.splice(index, 1); <mask> } <mask> } <mask> this._renderSprites(index); <mask> if (renderParticles) { <mask> this._renderParticles(index, activeMeshes); <mask> } <mask> } <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove this._renderSprites(index); </s> add if (renderSprites) { this._renderSprites(index); } </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } </s> add </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/Rendering/babylon.renderingManager.ts
<mask> return EngineCapabilities; <mask> })(); <mask> BABYLON.EngineCapabilities = EngineCapabilities; <mask> <mask> /** <mask> * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. <mask> */ <mask> var Engine = (function () { <mask> /** <mask> * @constructor <mask> * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering <mask> * @param {boolean} [antialias] - enable antialias </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove * @constructor </s> add </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add </s> remove /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ </s> add </s> remove /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> /** <mask> * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. <mask> */ <mask> var Engine = (function () { <mask> /** <mask> * @constructor <mask> * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering <mask> * @param {boolean} [antialias] - enable antialias <mask> * @param options - further options to be sent to the getContext function <mask> */ <mask> function Engine(canvas, antialias, options) { <mask> var _this = this; <mask> // Public members <mask> this.isFullscreen = false; <mask> this.isPointerLock = false; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add </s> remove /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ </s> add </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add </s> remove * @constructor </s> add </s> remove /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> Engine.prototype.setDepthFunctionToLessOrEqual = function () { <mask> this._depthCullingState.depthFunc = this._gl.LEQUAL; <mask> }; <mask> <mask> /** <mask> * stop executing a render loop function and remove it from the execution array <mask> * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. <mask> */ <mask> Engine.prototype.stopRenderLoop = function (renderFunction) { <mask> if (!renderFunction) { <mask> this._activeRenderLoops = []; <mask> return; <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ </s> add </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove /** * Toggle full screen mode. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> this._renderingQueueLaunched = false; <mask> } <mask> }; <mask> <mask> /** <mask> * Register and execute a render loop. The engine can have more than one render function. <mask> * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. <mask> * @example <mask> * engine.runRenderLoop(function () { <mask> * scene.render() <mask> * }) <mask> */ <mask> Engine.prototype.runRenderLoop = function (renderFunction) { <mask> var _this = this; <mask> if (this._activeRenderLoops.indexOf(renderFunction) !== -1) { <mask> return; <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add </s> remove /** * resize the view according to the canvas' size. * @example * window.addEventListener("resize", function () { * engine.resize(); * }); */ </s> add </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> }); <mask> } <mask> }; <mask> <mask> /** <mask> * Toggle full screen mode. <mask> * @param {boolean} requestPointerLock - should a pointer lock be requested from the user <mask> */ <mask> Engine.prototype.switchFullscreen = function (requestPointerLock) { <mask> if (this.isFullscreen) { <mask> BABYLON.Tools.ExitFullscreen(); <mask> } else { <mask> this._pointerLockRequested = requestPointerLock; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * Add a mesh as LOD level triggered at the given distance. * @param {number} distance - the distance from the center of the object to show this level * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ </s> add </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> <mask> this._gl.clear(mode); <mask> }; <mask> <mask> /** <mask> * Set the WebGL's viewport <mask> * @param {BABYLON.Viewport} viewport - the viewport element to be used. <mask> * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. <mask> * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. <mask> */ <mask> Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) { <mask> var width = requiredWidth || this._renderingCanvas.width; <mask> var height = requiredHeight || this._renderingCanvas.height; <mask> var x = viewport.x || 0; <mask> var y = viewport.y || 0; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add </s> remove // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; </s> add </s> remove /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> Engine.prototype.endFrame = function () { <mask> this.flushFramebuffer(); <mask> }; <mask> <mask> /** <mask> * resize the view according to the canvas' size. <mask> * @example <mask> * window.addEventListener("resize", function () { <mask> * engine.resize(); <mask> * }); <mask> */ <mask> Engine.prototype.resize = function () { <mask> this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel); <mask> }; <mask> <mask> /** </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ </s> add </s> remove /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ </s> add </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add </s> remove // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; </s> add </s> remove /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> Engine.prototype.resize = function () { <mask> this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel); <mask> }; <mask> <mask> /** <mask> * force a specific size of the canvas <mask> * @param {number} width - the new canvas' width <mask> * @param {number} height - the new canvas' height <mask> */ <mask> Engine.prototype.setSize = function (width, height) { <mask> this._renderingCanvas.width = width; <mask> this._renderingCanvas.height = height; <mask> <mask> this._canvasClientRect = this._renderingCanvas.getBoundingClientRect(); </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ </s> add </s> remove /** * resize the view according to the canvas' size. * @example * window.addEventListener("resize", function () { * engine.resize(); * }); */ </s> add </s> remove // ================================== Point of View Movement ================================= /** * Perform relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) { this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward)); }; /** * Calculate relative position change from the point of view of behind the front of the mesh. * This is performed taking into account the meshes current rotation, so you do not have to care. * Supports definition of mesh facing forward or backward. * @param {number} amountRight * @param {number} amountUp * @param {number} amountForward */ AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) { var rotMatrix = new BABYLON.Matrix(); var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z); rotQuaternion.toRotationMatrix(rotMatrix); var translationDelta = BABYLON.Vector3.Zero(); var defForwardMult = this.definedFacingForward ? -1 : 1; BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta); return translationDelta; }; // ================================== Point of View Rotation ================================= /** * Perform relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) { this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight)); }; /** * Calculate relative rotation change from the point of view of behind the front of the mesh. * Supports definition of mesh facing forward or backward. * @param {number} flipBack * @param {number} twirlClockwise * @param {number} tiltRight */ AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) { var defForwardMult = this.definedFacingForward ? 1 : -1; return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult); }; </s> add </s> remove var height = this.DEBUGCANVASSIZE.height * percent; var offset = this.DEBUGCANVASSIZE.height - height - 1; var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount(); </s> add var height = this._debugCanvasHeight * percent; var offset = this._debugCanvasHeight - height - 1; var barWidth = this._debugCanvasWidth / this.getFrequencyBinCount(); </s> remove /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> while (this.scenes.length) { <mask> this.scenes[0].dispose(); <mask> } <mask> <mask> // Release audio engine <mask> this._audioEngine.dispose(); <mask> <mask> for (var name in this._compiledEffects) { <mask> this._gl.deleteProgram(this._compiledEffects[name]._program); <mask> } <mask> <mask> for (var i in this._vertexAttribArrays) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove forEach(item); </s> add </s> remove forEach = forEach || (function (item) { return; }); </s> add </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) { </s> remove sound = this.soundTracks[i].soundCollection[j]; </s> add var sound = this.soundTracks[i].soundCollection[j]; </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.engine.js
<mask> <mask> return null; <mask> }; <mask> <mask> Scene.prototype.getSoundByName = function (name) { <mask> for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { <mask> if (this.mainSoundTrack.soundCollection[index].name === name) { <mask> return this.mainSoundTrack.soundCollection[index]; <mask> } <mask> } <mask> <mask> for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { <mask> for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { <mask> if (this.soundTracks[sdIndex].soundCollection[index].name === name) { <mask> return this.soundTracks[sdIndex].soundCollection[index]; <mask> } <mask> } <mask> } <mask> <mask> return null; <mask> }; <mask> <mask> Scene.prototype.getLastSkeletonByID = function (id) { <mask> for (var index = this.skeletons.length - 1; index >= 0; index--) { <mask> if (this.skeletons[index].id === id) { <mask> return this.skeletons[index]; <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) { </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add </s> remove /** * Remove a mesh from the LOD array * @param {BABYLON.Mesh} mesh - the mesh to be removed. * @return {BABYLON.Mesh} this mesh (for chaining) */ </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) {
[ "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/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.scene.js
<mask> } <mask> } <mask> } <mask> <mask> // Depth renderer <mask> if (this._depthRenderer) { <mask> this._renderTargets.push(this._depthRenderer.getDepthMap()); <mask> } <mask> <mask> // RenderPipeline <mask> this.postProcessRenderPipelineManager.update(); <mask> <mask> // Multi-cameras? <mask> if (this.activeCameras.length > 0) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove if (this.renderList && this.renderList.length === 0) { </s> add if (!this.renderList) { </s> remove if (this._depthRenderer) { this._depthRenderer.dispose(); } </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites); </s> add this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.scene.js
for (var i = 0; i < this.soundTracks.length; i++) {
<mask> if (sound.useCustomAttenuation) { <mask> sound.updateDistanceFromListener(); <mask> } <mask> } <mask> for (i = 0; i < this.soundTracks.length; i++) { <mask> for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) { <mask> sound = this.soundTracks[i].soundCollection[j]; <mask> if (sound.useCustomAttenuation) { <mask> sound.updateDistanceFromListener(); <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove sound = this.soundTracks[i].soundCollection[j]; </s> add var sound = this.soundTracks[i].soundCollection[j]; </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) { </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add </s> remove this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height); </s> add this._debugCanvasContext.fillRect(0, 0, this._debugCanvasWidth, this._debugCanvasHeight);
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.scene.js
var sound = this.soundTracks[i].soundCollection[j];
<mask> } <mask> } <mask> for (i = 0; i < this.soundTracks.length; i++) { <mask> for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) { <mask> sound = this.soundTracks[i].soundCollection[j]; <mask> if (sound.useCustomAttenuation) { <mask> sound.updateDistanceFromListener(); <mask> } <mask> } <mask> } </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove for (i = 0; i < this.soundTracks.length; i++) { </s> add for (var i = 0; i < this.soundTracks.length; i++) { </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add </s> remove if (mesh.parent === this) { </s> add if (mesh.parent == this) { </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.scene.js
<mask> } <mask> } <mask> }; <mask> <mask> Scene.prototype.enableDepthRenderer = function () { <mask> if (this._depthRenderer) { <mask> return this._depthRenderer; <mask> } <mask> <mask> this._depthRenderer = new BABYLON.DepthRenderer(this); <mask> <mask> return this._depthRenderer; <mask> }; <mask> <mask> Scene.prototype.disableDepthRenderer = function () { <mask> if (!this._depthRenderer) { <mask> return; <mask> } <mask> <mask> this._depthRenderer.dispose(); <mask> this._depthRenderer = null; <mask> }; <mask> <mask> Scene.prototype.dispose = function () { <mask> this.beforeRender = null; <mask> this.afterRender = null; <mask> <mask> this.skeletons = []; </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove AudioEngine.prototype.dispose = function () { if (this.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } this.canUseWebAudio = false; this.masterGain.disconnect(); this.masterGain = null; this.audioContext = null; } }; </s> add </s> remove Sound.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio && this._isReadyToPlay) { if (this._isPlaying) { this.stop(); } this._isReadyToPlay = false; if (this.soundTrackId === -1) { this._scene.mainSoundTrack.RemoveSound(this); } else { this._scene.soundTracks[this.soundTrackId].RemoveSound(this); } this._soundGain.disconnect(); this._soundSource.disconnect(); this._audioBuffer = null; this._soundGain = null; this._soundSource = null; if (this._soundPanner) { this._soundPanner.disconnect(); this._soundPanner = null; } this._audioNode.disconnect(); if (this._connectedMesh) { this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc); this._connectedMesh = null; } } }; </s> add </s> remove SoundTrack.prototype.dispose = function () { if (this._audioEngine.canUseWebAudio) { if (this._connectedAnalyser) { this._connectedAnalyser.stopDebugCanvas(); } while (this.soundCollection.length) { this.soundCollection[0].dispose(); } this._trackGain.disconnect(); this._trackGain = null; } }; </s> add </s> remove if (this._depthRenderer) { this._depthRenderer.dispose(); } </s> add </s> remove Scene.prototype.getSoundByName = function (name) { for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } return null; }; </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", ...
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.scene.js
<mask> this.skeletons = []; <mask> <mask> this._boundingBoxRenderer.dispose(); <mask> <mask> if (this._depthRenderer) { <mask> this._depthRenderer.dispose(); <mask> } <mask> <mask> // Debug layer <mask> this.debugLayer.hide(); <mask> <mask> // Events <mask> if (this.onDispose) { </s> Fixing issues with sprites and shadows Former-commit-id: ace53742a99ecf6a77cbfd5ac53c4095f49558fb </s> remove Scene.prototype.enableDepthRenderer = function () { if (this._depthRenderer) { return this._depthRenderer; } this._depthRenderer = new BABYLON.DepthRenderer(this); return this._depthRenderer; }; Scene.prototype.disableDepthRenderer = function () { if (!this._depthRenderer) { return; } this._depthRenderer.dispose(); this._depthRenderer = null; }; </s> add </s> remove // Depth renderer if (this._depthRenderer) { this._renderTargets.push(this._depthRenderer.getDepthMap()); } </s> add </s> remove // Sounds if (parsedData.sounds && scene.getEngine().getAudioEngine().canUseWebAudio) { for (index = 0; index < parsedData.sounds.length; index++) { var parsedSound = parsedData.sounds[index]; parseSound(parsedSound, scene, rootUrl); } } </s> add </s> remove if (this.renderList && this.renderList.length === 0) { </s> add if (!this.renderList) { </s> remove // Release sounds & sounds tracks this.mainSoundTrack.dispose(); for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) { this.soundTracks[scIndex].dispose(); } </s> add
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/faea9971e5132c3fa04bdd8dbc50ae8e6bb40c90
Babylon/babylon.scene.js