Instantiates a new PBRMaterial instance.

@param name The material name
@param scene The scene the material will be use in.
547451
function PBRMaterial(name, scene) {
            var _this = _super.call(this, name, scene) || this;
            /**
             * Intensity of the direct lights e.g. the four lights available in your scene.
             * This impacts both the direct diffuse and specular highlights.
             */
            _this.directIntensity = 1.0;
            /**
             * Intensity of the emissive part of the material.
             * This helps controlling the emissive effect without modifying the emissive color.
             */
            _this.emissiveIntensity = 1.0;
            /**
             * Intensity of the environment e.g. how much the environment will light the object
             * either through harmonics for rough material or through the refelction for shiny ones.
             */
            _this.environmentIntensity = 1.0;
            /**
             * This is a special control allowing the reduction of the specular highlights coming from the
             * four lights of the scene. Those highlights may not be needed in full environment lighting.
             */
            _this.specularIntensity = 1.0;
            /**
             * Debug Control allowing disabling the bump map on this material.
             */
            _this.disableBumpMap = false;
            /**
             * AKA Occlusion Texture Intensity in other nomenclature.
             */
            _this.ambientTextureStrength = 1.0;
            _this.ambientColor = new BABYLON.Color3(0, 0, 0);
            /**
             * AKA Diffuse Color in other nomenclature.
             */
            _this.albedoColor = new BABYLON.Color3(1, 1, 1);
            /**
             * AKA Specular Color in other nomenclature.
             */
            _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
            _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
            _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
            /**
             * AKA Glossiness in other nomenclature.
             */
            _this.microSurface = 1.0;
            /**
             * source material index of refraction (IOR)' / 'destination material IOR.
             */
            _this.indexOfRefraction = 0.66;
            /**
             * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
             */
            _this.invertRefractionY = false;
            /**
             * This parameters will make the material used its opacity to control how much it is refracting aginst not.
             * Materials half opaque for instance using refraction could benefit from this control.
             */
            _this.linkRefractionWithTransparency = false;
            _this.useLightmapAsShadowmap = false;
            /**
             * Specifies that the alpha is coming form the albedo channel alpha channel.
             */
            _this.useAlphaFromAlbedoTexture = false;
            /**
             * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
             */
            _this.forceAlphaTest = false;
            /**
             * Defines the alpha limits in alpha test mode.
             */
            _this.alphaCutOff = 0.4;
            /**
             * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
             * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
             */
            _this.useSpecularOverAlpha = true;
            /**
             * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
             */
            _this.useMicroSurfaceFromReflectivityMapAlpha = false;
            /**
             * Specifies if the metallic texture contains the roughness information in its alpha channel.
             */
            _this.useRoughnessFromMetallicTextureAlpha = true;
            /**
             * Specifies if the metallic texture contains the roughness information in its green channel.
             */
            _this.useRoughnessFromMetallicTextureGreen = false;
            /**
             * Specifies if the metallic texture contains the metallness information in its blue channel.
             */
            _this.useMetallnessFromMetallicTextureBlue = false;
            /**
             * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
             */
            _this.useAmbientOcclusionFromMetallicTextureRed = false;
            /**
             * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
             */
            _this.useAmbientInGrayScale = false;
            /**
             * In case the reflectivity map does not contain the microsurface information in its alpha channel,
             * The material will try to infer what glossiness each pixel should be.
             */
            _this.useAutoMicroSurfaceFromReflectivityMap = false;
            /**
             * BJS is using an harcoded light falloff based on a manually sets up range.
             * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
             * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
             */
            _this.usePhysicalLightFalloff = true;
            /**
             * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
             * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
             */
            _this.useRadianceOverAlpha = true;
            /**
             * Allows using the bump map in parallax mode.
             */
            _this.useParallax = false;
            /**
             * Allows using the bump map in parallax occlusion mode.
             */
            _this.useParallaxOcclusion = false;
            /**
             * Controls the scale bias of the parallax mode.
             */
            _this.parallaxScaleBias = 0.05;
            /**
             * If sets to true, disables all the lights affecting the material.
             */
            _this.disableLighting = false;
            /**
             * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
             */
            _this.forceIrradianceInFragment = false;
            /**
             * Number of Simultaneous lights allowed on the material.
             */
            _this.maxSimultaneousLights = 4;
            /**
             * If sets to true, x component of normal map value will invert (x = 1.0 - x).
             */
            _this.invertNormalMapX = false;
            /**
             * If sets to true, y component of normal map value will invert (y = 1.0 - y).
             */
            _this.invertNormalMapY = false;
            /**
             * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
             */
            _this.twoSidedLighting = false;
            /**
             * Specifies that the alpha is premultiplied before output (this enables alpha premultiplied blending).
             * in your scene composition.
             */
            _this.preMultiplyAlpha = false;
            /**
             * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
             * And/Or occlude the blended part.
             */
            _this.useAlphaFresnel = false;
            /**
             * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
             * And/Or occlude the blended part.
             */
            _this.environmentBRDFTexture = null;
            /**
             * Force normal to face away from face.
             * (Temporary internal fix to remove before 3.1)
             */
            _this.forceNormalForward = false;
            _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
            return _this;
        }
1314735
public static void initiateInstance(final String title, final String styleName) {
        INSTANCE = new ColorPicker(styleName, title, null);
    }
737564
protected final FluentModelTImpl prepareInlineDefine(String name, String key) {
        if (find(key) != null) {
            throw new IllegalArgumentException("A child resource ('" + childResourceName + "') with name (key) '" + name + " (" + key + ")' already exists");
        }
        FluentModelTImpl childResource = newChildResource(name);
        childResource.setPendingOperation(ExternalChildResourceImpl.PendingOperation.ToBeCreated);
        return super.prepareForFutureCommitOrPostRun(childResource);
    }
1055177
private Context createContext() throws Exception
   {
      Properties properties = new Properties();
      properties.setProperty("java.naming.factory.initial", "org.jnp.interfaces.LocalOnlyContextFactory");
      properties.setProperty("java.naming.factory.url.pkgs", "org.jboss.naming:org.jnp.interfaces");
      return new InitialContext(properties);
   }
1203208
public static <F> Protocol.Builder<F> builder(final String name) {
        return new ProtocolImpl<F>(name);
    }
684852
@SuppressWarnings("unchecked")
  public static <S> Problem<S> loadProblem(String problemName) {
    Problem<S> problem ;
    try {
      problem = (Problem<S>)Class.forName(problemName).getConstructor().newInstance() ;
    } catch (InstantiationException e) {
      throw new JMetalException("newInstance() cannot instantiate (abstract class)", e) ;
    } catch (IllegalAccessException e) {
      throw new JMetalException("newInstance() is not usable (uses restriction)", e) ;
    } catch (InvocationTargetException e) {
      throw new JMetalException("an exception was thrown during the call of newInstance()", e) ;
    } catch (NoSuchMethodException e) {
      throw new JMetalException("getConstructor() was not able to find the constructor without arguments", e) ;
    } catch (ClassNotFoundException e) {
      throw new JMetalException("Class.forName() did not recognized the name of the class", e) ;
    }

    return problem ;
  }
1061962
function (name) {
        var scene = this._scene;
        if (scene) {
            var nodeRepository = scene._nodeRepository;
            delete nodeRepository[this.name];
            nodeRepository[name] = this;
        }
        this.name = name;
    }
329314
public void addInitParameter(String name, String value) {
		Assert.notNull(name, "Name must not be null");
		this.initParameters.put(name, value);
	}
1116457
@SuppressWarnings("unchecked")
  public <S extends AbstractCompositeController<?, ?, ?>> S getComposite(String name) {
    return (S) this.getComposites()
                   .get(name);
  }
231365
public void addSarlRequiredCapacity(String... name) {
		if (name != null && name.length > 0) {
			SarlRequiredCapacity member = SarlFactory.eINSTANCE.createSarlRequiredCapacity();
			this.sarlBehavior.getMembers().add(member);
			member.setAnnotationInfo(XtendFactory.eINSTANCE.createXtendMember());
			Collection<JvmParameterizedTypeReference> thecollection = member.getCapacities();
			for (final String aname : name) {
				if (!Strings.isEmpty(aname)) {
					thecollection.add(newTypeRef(this.sarlBehavior, aname));
				}
			}
		}

	}
1213046
public static Node newPropertyAccess(AbstractCompiler compiler, Node context, String name) {
    Node propNode = IR.getprop(context, IR.string(name));
    if (compiler.getCodingConvention().isConstantKey(name)) {
      propNode.putBooleanProp(Node.IS_CONSTANT_NAME, true);
    }
    return propNode;
  }
389591
async def create_scene(self, room_id, name, color_id=0, icon_id=0):
        
        name = unicode_to_base64(name)
        _data = {
            "scene": {
                ATTR_ROOM_ID: room_id,
                ATTR_NAME: name,
                ATTR_COLOR_ID: color_id,
                ATTR_ICON_ID: icon_id,
            }
        }
        _response = await self.request.post(self._base_path, data=_data)
        return _response
877115
private MBeanCompositeConfig makeComposite(CompositeType compositeType,
			String name) {
		MBeanCompositeConfig config = new MBeanCompositeConfig();
		config.addField("name", name);
		String rawType = compositeType.getType(name).toString();
		config.addField("type", translateDataType(rawType));
		return config;
	}
689726
@Override
	public <T extends NodeInterface> T create(final Class<T> type, final String name) throws FrameworkException {
		return create(type, new NodeAttribute(key(type, "name"), name));
	}
885802
public static DynamicPlayItem build(String name, long start, long length) {
        DynamicPlayItem playItem = new DynamicPlayItem(name, start, length);
        return playItem;
    }
1351805
@Override
    public void setName(String name) {
        room.setName(name);
        apiRoom.setName(name);
    }
1052353
function Light(name, scene) {
            var _this = _super.call(this, name, scene) || this;
            _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
            _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
            _this.intensity = 1.0;
            _this.range = Number.MAX_VALUE;
            /**
             * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
             * of light.
             */
            _this._photometricScale = 1.0;
            _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
            _this._radius = 0.00001;
            _this.renderPriority = 0;
            /**
             * Defines wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
             * the current shadow generator.
             */
            _this.shadowEnabled = true;
            _this._excludeWithLayerMask = 0;
            _this._includeOnlyWithLayerMask = 0;
            _this._lightmapMode = 0;
            _this._excludedMeshesIds = new Array();
            _this._includedOnlyMeshesIds = new Array();
            _this.getScene().addLight(_this);
            _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
            _this._buildUniformLayout();
            _this.includedOnlyMeshes = new Array();
            _this.excludedMeshes = new Array();
            _this._resyncMeshes();
            return _this;
        }