docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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const { selection, forceKeepSelection, marqueeSelection = false } = options || {};
| <mask> constructor(props: IGraphCanvasComponentProps) {
<mask> super(props);
<mask>
<mask> props.globalState.onSelectionChangedObservable.add((options) => {
<mask> const { selection, forceKeepSelection } = options || {};
<mask> if (!selection) {
<mask> ... | [
"keep",
"keep",
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"keep",
"replace",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphCanvas.tsx |
<mask> this._selectedNodes = [];
<mask> this._selectedFrames = [];
<mask> this._selectedLink = selection;
<mask> this._selectedPort = null;
<mask> } else if (selection instanceof GraphFrame && !this._selectedNodes.lengt... | [
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"replace",
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"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphCanvas.tsx | |
canvas.globalState.onSelectionChangedObservable.notifyObservers({ selection: this, forceKeepSelection: true, marqueeSelection: true });
| <mask> canvas.globalState.onSelectionBoxMoved.add((rect1) => {
<mask> const rect2 = this.element.getBoundingClientRect();
<mask> const overlap = !(rect1.right < rect2.left || rect1.left > rect2.right || rect1.bottom < rect2.top || rect1.top > rect2.bottom);
<mask> if (ove... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphFrame.ts |
this.setIsSelected(value, false);
}
public setIsSelected(value: boolean, marqueeSelection: boolean) {
| <mask> }
<mask>
<mask> public set isSelected(value: boolean) {
<mask> if (this._isSelected === value) {
<mask> return;
<mask> }
<mask>
<mask> this._isSelected = value;
</s> [NME] Different selection priorities for nodes and frames dependent of marquee or click sele... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphNode.ts |
this._globalState.onSelectionChangedObservable.notifyObservers({ selection: this, marqueeSelection });
| <mask> if (indexInSelection > -1) {
<mask> this._ownerCanvas.selectedNodes.splice(indexInSelection, 1);
<mask> }
<mask> } else {
<mask> this._globalState.onSelectionChangedObservable.notifyObservers({ selection: this });
<mask> }
<mask> }
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphNode.ts |
this.setIsSelected(overlap, true);
| <mask> this._onSelectionBoxMovedObserver = this._globalState.onSelectionBoxMoved.add((rect1) => {
<mask> const rect2 = this._visual.getBoundingClientRect();
<mask> const overlap = !(rect1.right < rect2.left || rect1.left > rect2.right || rect1.bottom < rect2.top || rect1.top > rect2.b... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
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"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphNode.ts |
this.setIsSelected(false, false);
| <mask> const indexInSelection = this._ownerCanvas.selectedNodes.indexOf(this);
<mask> if (indexInSelection === -1) {
<mask> this._globalState.onSelectionChangedObservable.notifyObservers({ selection: this });
<mask> } else if (evt.ctrlKey) {
<mask> this.isSelected = ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/diagram/graphNode.ts |
marqueeSelection?: boolean;
| <mask> export class ISelectionChangedOptions {
<mask> selection: Nullable<GraphNode | NodeLink | GraphFrame | NodePort | FramePortData>;
<mask> forceKeepSelection?: boolean;
<mask> }
<mask>
<mask> export class GlobalState {
<mask> nodeMaterial: NodeMaterial;
</s> [NME] Different selection prioritie... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/600ea9b63d53fb73885e4eb301ec261a98905ef4 | packages/tools/nodeEditor/src/globalState.ts |
/**
* Callback triggered when the left joystick has changed
* @param callback
*/
| <mask> }
<mask>
<mask> public onleftstickchanged(callback: (values: StickValues) => void) {
<mask> this._onleftstickchanged = callback;
<mask> }
<mask>
</s> update the gamepad comments
Former-commit-id: 0427a19014288cea6f7ef88268b9a620b46169ec | [
"keep",
"add",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Callback triggered when the right joystick has changed
* @param callback
*/
| <mask> this._onleftstickchanged = callback;
<mask> }
<mask>
<mask> public onrightstickchanged(callback: (values: StickValues) => void) {
<mask> this._onrightstickchanged = callback;
<mask> }
<mask>
<mask> /**
<mask> * Gets the left joystick
</... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Gets the left joystick
*/
| <mask> this._onrightstickchanged = callback;
<mask> }
<mask>
<mask> public get leftStick(): StickValues {
<mask> return this._leftStick;
<mask> }
<mask> /**
<mask> * Sets the left joystick values
</s> update the gamepad comments
Former-commit-... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Sets the left joystick values
* @param newValues The value to set the left joystick to
*/
| <mask> return this._leftStick;
<mask> }
<mask> public set leftStick(newValues: StickValues) {
<mask> if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
<mask> this._onleftstickchanged(newValues);
<mask... | [
"keep",
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"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Gets the right joystick
*/
| <mask> this._onleftstickchanged(newValues);
<mask> }
<mask> this._leftStick = newValues;
<mask> }
<mask> public get rightStick(): StickValues {
<mask> return this._rightStick;
<mask> }
<mask> /**
<mask> * Sets the righ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Sets the right joystick value
* @param newValues The value to set the right joystick to
*/
| <mask> public get rightStick(): StickValues {
<mask> return this._rightStick;
<mask> }
<mask> public set rightStick(newValues: StickValues) {
<mask> if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
<mask>... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Updates the gamepad joystick positions
*/
| <mask> }
<mask> this._rightStick = newValues;
<mask> }
<mask>
<mask> public update() {
<mask> if (this._leftStick) {
<mask> this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] ... | [
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Disposes the gamepad
*/
| <mask> this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
<mask> }
<mask> }
<mask>
<mask> public dispose() {
<mask> }
<mask> }
<mask>
</s> update the gamepad comments
Former-co... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Represents a generic gamepad
*/
| <mask> public dispose() {
<mask> }
<mask> }
<mask>
<mask> export class GenericPad extends Gamepad {
<mask> private _buttons: Array<number>;
<mask> private _onbuttondown: (buttonPressed: number) => void;
<mask> private _onbuttonup: (buttonReleased: number) => void... | [
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/**
* Observable triggered when a button has been pressed
*/
| <mask> private _onbuttondown: (buttonPressed: number) => void;
<mask> private _onbuttonup: (buttonReleased: number) => void;
<mask>
<mask> public onButtonDownObservable = new Observable<number>();
<mask> /**
<mask> * Observable triggered when a button has been released
<... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
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/**
* Observable triggered when a button has been released
*/
| <mask> */
<mask> public onButtonDownObservable = new Observable<number>();
<mask> public onButtonUpObservable = new Observable<number>();
<mask>
<mask> /**
<mask> * Callback triggered when a button has been pressed
<mask> * @param callback Called when a button ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Callback triggered when a button has been pressed
* @param callback Called when a button has been pressed
*/
| <mask> * Observable triggered when a button has been released
<mask> */
<mask> public onButtonUpObservable = new Observable<number>();
<mask>
<mask> public onbuttondown(callback: (buttonPressed: number) => void) {
<mask> this._onbuttondown = callback;
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
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/**
* Callback triggered when a button has been released
* @param callback Called when a button has been released
*/
| <mask> */
<mask> public onbuttondown(callback: (buttonPressed: number) => void) {
<mask> this._onbuttondown = callback;
<mask> }
<mask> public onbuttonup(callback: (buttonReleased: number) => void) {
<mask> this._onbuttonup = callback;
<mask> }
<m... | [
"keep",
"keep",
"keep",
"add",
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"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Initializes the generic gamepad
* @param id The id of the generic gamepad
* @param index The index of the generic gamepad
* @param browserGamepad The browser gamepad
*/
| <mask> }
<mask>
<mask> constructor(id: string, index: number, browserGamepad: any) {
<mask> super(id, index, browserGamepad);
<mask> this.type = Gamepad.GENERIC;
<mask> this._buttons = new Array(browserGamepad.buttons.length);
<mask> }
<mask>
</s> u... | [
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"add",
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"keep",
"keep",
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/**
* Updates the generic gamepad
*/
| <mask> return newValue;
<mask> }
<mask>
<mask> public update() {
<mask> super.update();
<mask> for (var index = 0; index < this._buttons.length; index++) {
<mask> this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].va... | [
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"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
/**
* Disposes the generic gamepad
*/
| <mask> }
<mask>
<mask> public dispose() {
<mask> super.dispose();
<mask> this.onButtonDownObservable.clear();
<mask> this.onButtonUpObservable.clear();
</s> update the gamepad comments
Former-commit-id: 0427a19014288cea6f7ef88268b9a620b46169ec | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60179105902ab9e09142db64435c4c9867886f71 | src/Gamepad/babylon.gamepad.ts |
private _isPanClick: boolean = false;
| <mask>
<mask> @serialize()
<mask> public panningSensibility: number = 50.0;
<mask>
<mask> private _isRightClick: boolean = false;
<mask> private _isCtrlPushed: boolean = false;
<mask> public pinchInwards = true;
<mask>
<mask> private _pointerInput: (p: Pointer... | [
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"replace",
"keep",
"keep",
"keep",
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// Manage panning with pan button click
this._isPanClick = evt.button === this.camera._panningMouseButton;
| <mask> //Nothing to do with the error. Execution will continue.
<mask> }
<mask>
<mask>
<mask> // Manage panning with right click
<mask> this._isRightClick = evt.button === 2;
<mask>
<mask> // manage pointe... | [
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"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60306eb4e1b987f34dfb105b545b6b756505c558 | src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.ts |
(!this.camera._useCtrlForPanning && this._isPanClick))) {
| <mask> // One button down
<mask> if (pointA && pointB === undefined) {
<mask> if (this.panningSensibility !== 0 &&
<mask> ((this._isCtrlPushed && this.camera._useCtrlForPanning) ||
<mask> (!t... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60306eb4e1b987f34dfb105b545b6b756505c558 | src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.ts |
this._isPanClick = false;
| <mask>
<mask> element.removeEventListener("keydown", this._onKeyDown);
<mask> element.removeEventListener("keyup", this._onKeyUp);
<mask>
<mask> this._isRightClick = false;
<mask> this._isCtrlPushed = false;
<mask> this.pinchInward... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60306eb4e1b987f34dfb105b545b6b756505c558 | src/Cameras/Inputs/babylon.arcrotatecamera.input.pointers.ts |
public _panningMouseButton: number;
| <mask> public allowUpsideDown = true;
<mask>
<mask> public _viewMatrix = new Matrix();
<mask> public _useCtrlForPanning: boolean;
<mask> public inputs: ArcRotateCameraInputsManager;
<mask>
<mask> public _reset: () => void;
<mask>
<mask> // Panning
</s... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
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public attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning: boolean = true, panningMouseButton: number = 2): void {
| <mask> && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
<mask> }
<mask>
<mask> // Methods
<mask> public attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning: boolean = true): void {
<mask> this._useCtrlForPanning =... | [
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"keep",
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"keep",
"keep",
"keep",
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this._panningMouseButton = panningMouseButton;
| <mask>
<mask> // Methods
<mask> public attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning: boolean = true, panningMouseButton: number = 2): void {
<mask> this._useCtrlForPanning = useCtrlForPanning;
<mask>
<mask> this.inputs.attachElement(el... | [
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}
let previousEffect = subMesh.effect;
let effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
| <mask>
<mask> if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {
<mask> mesh.createNormals(true);
<mask> Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
<mask> }
<mask>
... | [
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"keep",
"keep",
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"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/609cef71a88512180d0701abb6a6628986593a90 | src/Materials/PBR/babylon.pbrBaseMaterial.ts |
<mask> mesh.createNormals(true);
<mask> Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
<mask> }
<mask>
<mask> const effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
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"keep",
"keep",
"keep",
"keep"
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// Use previous effect while new one is compiling
if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
effect = previousEffect;
defines.markAsUnprocessed();
} else {
scene.resetCachedMat... | <mask> }
<mask>
<mask> const effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
<mask> if (effect) {
<mask> scene.resetCachedMaterial();
<mask> subMesh.setEffect(effect, defines);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/609cef71a88512180d0701abb6a6628986593a90 | src/Materials/PBR/babylon.pbrBaseMaterial.ts |
/**
* Create a BoundingInfo2D object from a given radius
* @param radius the radius to use, the extent will be computed from it.
*/
| <mask> return r;
<mask> }
<mask>
<mask> public static CreateFromRadius(radius: number): BoundingInfo2D {
<mask> let r = new BoundingInfo2D();
<mask> BoundingInfo2D.CreateFromRadiusToRef(radius, r);
<mask> return r;
<mask> }
</s> Canvas2D:... | [
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"keep",
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/**
* Create a BoundingInfo2D object from a list of points.
* The resulted object will be the smallest bounding area that includes all the given points.
* @param points an array of points to compute the bounding object from.
*/
| <mask> }
<mask>
<mask> public static CreateFromPoints(points: Vector2[]): BoundingInfo2D {
<mask> let r = new BoundingInfo2D();
<mask> BoundingInfo2D.CreateFromPointsToRef(points, r);
<mask>
<mask> return r;
<mask> }
</s> Canvas2D: Inline doc update... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.bounding2d.ts |
/**
* Update a BoundingInfo2D object using the given Size as input
* @param size the bounding data will be computed from this size.
* @param b must be a valid/allocated object, it will contain the result of the operation
*/
| <mask>
<mask> return r;
<mask> }
<mask>
<mask> public static CreateFromSizeToRef(size: Size, b: BoundingInfo2D) {
<mask> if (!size) {
<mask> size = Size.Zero();
<mask> }
<mask> b.center.x = +size.width / 2;
<mask> b.... | [
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/**
* Update a BoundingInfo2D object using the given radius as input
* @param radius the bounding data will be computed from this radius
* @param b must be a valid/allocated object, it will contain the result of the operation
*/
| <mask> b.extent.y = b.center.y;
<mask> b.radius = b.extent.length();
<mask> }
<mask>
<mask> public static CreateFromRadiusToRef(radius: number, b: BoundingInfo2D) {
<mask> b.center.x = b.center.y = 0;
<mask> let r = +radius;
<mask> b.e... | [
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/**
* Update a BoundingInfo2D object using the given points array as input
* @param points the point array to use to update the bounding data
* @param b must be a valid/allocated object, it will contain the result of the operation
*/
| <mask> b.extent.y = r;
<mask> b.radius = r;
<mask> }
<mask>
<mask> public static CreateFromPointsToRef(points: Vector2[], b: BoundingInfo2D) {
<mask> let xmin = Number.MAX_VALUE, ymin = Number.MAX_VALUE, xmax = Number.MIN_VALUE, ymax = Number.MIN_VALUE;
<mask>... | [
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/**
* Update a BoundingInfo2D object using the given min/max values as input
* @param xmin the smallest x coordinate
* @param xmax the biggest x coordinate
* @param ymin the smallest y coordinate
* @param ymax the buggest y coordinate
* @param b must b... | <mask> }
<mask> BoundingInfo2D.CreateFromMinMaxToRef(xmin, xmax, ymin, ymax, b);
<mask> }
<mask>
<mask> public static CreateFromMinMaxToRef(xmin: number, xmax: number, ymin: number, ymax: number, b: BoundingInfo2D) {
<mask> let w = xmax - xmin;
<mask> ... | [
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/**
* return the max extend of the bounding info
*/
| <mask> }
<mask>
<mask> public max(): Vector2 {
<mask> let r = Vector2.Zero();
<mask> this.maxToRef(r);
<mask> return r;
<mask> }
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location to the right place in case of multi-lin... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.bounding2d.ts |
/**
* Update a vector2 with the max extend of the bounding info
* @param result must be a valid/allocated vector2 that will contain the result of the operation
*/
| <mask> }
<mask>
<mask> public maxToRef(result: Vector2) {
<mask> result.x = this.center.x + this.extent.x;
<mask> result.y = this.center.y + this.extent.y;
<mask> }
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location to the right pla... | [
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* Compute the union of this BoundingInfo2D with a given one, returns a new BoundingInfo2D as a result
| <mask> return r;
<mask> }
<mask>
<mask> /**
<mask> * Compute the union of this BoundingInfo2D with a given one, return a new BoundingInfo2D as a result
<mask> * @param other the second BoundingInfo2D to compute the union with this one
<mask> * @return a new... | [
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/**
* Check if the given point is inside the BoundingInfo.
* The test is first made on the radius, then inside the rectangle described by the extent
* @param pickPosition the position to test
* @return true if the point is inside, false otherwise
*/
pub... | <mask> let ymin = Math.min(this.center.y - this.extent.y, other.center.y - other.extent.y);
<mask> BoundingInfo2D.CreateFromMinMaxToRef(xmin, xmax, ymin, ymax, result);
<mask> }
<mask>
<mask> doesIntersect(pickPosition: Vector2): boolean {
<mask> // is it insid... | [
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@className("SolidColorBrush2D")
| <mask> }
<mask>
<mask> /**
<mask> * This class implements a Brush that will be drawn with a uniform solid color (i.e. the same color everywhere in the content where the brush is assigned to).
<mask> */
<mask> export class SolidColorBrush2D extends LockableBase implements IBrush2D {
</s> Ca... | [
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<mask>
<mask> /**
<mask> * This class implements a Brush that will be drawn with a uniform solid color (i.e. the same color everywhere in the content where the brush is assigned to).
<mask> */
<mask> @className("SolidColorBrush2D")
<mask> export class SolidColorBrush2D extends LockableBase ... | [
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/**
* Return true if the brush is transparent, false if it's totally opaque
*/
| <mask> }
<mask> }
<mask>
<mask> isTransparent(): boolean {
<mask> return this._color && this._color.a < 1.0;
<mask> }
<mask>
<mask> /**
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location to the right place in case of mult... | [
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/**
* This class implements a Gradient Color Brush, the brush color will blend from a first given color to a second one.
*/
| <mask> private _color: Color4;
<mask> }
<mask>
<mask> @className("GradientColorBrush2D")
<mask> export class GradientColorBrush2D extends LockableBase implements IBrush2D {
<mask> constructor(color1: Color4, color2: Color4, translation: Vector2 = Vector2.Zero(), rotation: number = 0, ... | [
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/**
* Return true if the brush is transparent, false if it's totally opaque
*/
| <mask> }
<mask>
<mask> isTransparent(): boolean {
<mask> return (this._color1 && this._color1.a < 1.0) || (this._color2 && this._color2.a < 1.0);
<mask> }
<mask>
<mask> /**
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location to the rig... | [
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/**
* First color, the blend will start from this color
*/
| <mask> isTransparent(): boolean {
<mask> return (this._color1 && this._color1.a < 1.0) || (this._color2 && this._color2.a < 1.0);
<mask> }
<mask>
<mask>
<mask> public get color1(): Color4 {
<mask> return this._color1;
<mask> }
<mask>
<mask> pu... | [
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/**
* Second color, the blend will end to this color
*/
| <mask> this._color1 = value;
<mask> }
<mask>
<mask> public get color2(): Color4 {
<mask> return this._color2;
<mask> }
<mask>
<mask> public set color2(value: Color4) {
<mask> if (this.isLocked()) {
</s> Canvas2D: Inline doc updated (#1201)
... | [
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/**
* Translation vector to apply on the blend
* Default is [0;0]
*/
| <mask> this._color2 = value;
<mask> }
<mask>
<mask> public get translation(): Vector2 {
<mask> return this._translation;
<mask> }
<mask>
<mask> public set translation(value: Vector2) {
<mask> if (this.isLocked()) {
</s> Canvas2D: Inline doc... | [
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/**
* Rotation in radian to apply to the brush
* Default direction of the brush is vertical, you can change this using this property.
* Default is 0.
*/
| <mask>
<mask> this._translation = value;
<mask> }
<mask>
<mask> public get rotation(): number {
<mask> return this._rotation;
<mask> }
<mask>
<mask> public set rotation(value: number) {
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing ... | [
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/**
* Scale factor to apply to the gradient.
* Default is 1: no scale.
*/
| <mask> this._rotation = value;
<mask> }
<mask>
<mask> public get scale(): number {
<mask> return this._scale;
<mask> }
<mask>
<mask> public set scale(value: number) {
<mask> if (this.isLocked()) {
</s> Canvas2D: Inline doc updated (#1201)
... | [
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/**
* Return a string describing the brush
*/
| <mask> }
<mask>
<mask> public toString(): string {
<mask> return `C1:${this._color1};C2:${this._color2};T:${this._translation.toString()};R:${this._rotation};S:${this._scale};`;
<mask> }
<mask>
<mask> /**
<mask> * Build a unique key string for the given par... | [
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/**
* Build a unique key string for the given parameters
*/
| <mask> }
<mask>
<mask> public static BuildKey(color1: Color4, color2: Color4, translation: Vector2, rotation: number, scale: number) {
<mask> return `C1:${color1};C2:${color2};T:${translation.toString()};R:${rotation};S:${scale};`;
<mask> }
<mask>
<mask> private _col... | [
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/**
* The Canvas2D main class.
* This class is extended in both ScreenSpaceCanvas2D and WorldSpaceCanvas2D which are designed only for semantic use.
* User creates a Screen or WorldSpace canvas which is a 2D surface area that will draw the primitives that were added as children.
*/
expo... | <mask> }
<mask> }
<mask>
<mask> @className("Canvas2D")
<mask> export class Canvas2D extends Group2D {
<mask> /**
<mask> * In this strategy only the direct children groups of the Canvas will be cached, their whole content (whatever the sub groups they have) into a single bitm... | [
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public static hierarchyLevelMaxSiblingCount: number = 50;
| <mask> this._cachingStrategy = cachingStrategy;
<mask> this._isScreenSpace = (settings.isScreenSpace == null) ? true : settings.isScreenSpace;
<mask> }
<mask>
<mask> public static hierarchyLevelMaxSiblingCount: number = 10;
<mask>
<mask> private _setupInteraction... | [
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<mask> }
<mask>
<mask> /**
<mask> * Check if the WebGL Instanced Array extension is supported or not
<mask> * @returns {}
<mask> */
<mask> public get supportInstancedArray() {
<mask> return this._supprtInstancedArray;
<mask> }
<mask>
<... | [
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/**
* Access the babylon.js' engine bound data, do not invoke this method, it's for internal purpose only
* @returns {}
*/
| <mask> this._setupInteraction(enable);
<mask> }
<mask>
<mask> public get _engineData(): Canvas2DEngineBoundData {
<mask> return this.__engineData;
<mask> }
<mask>
<mask> private checkBackgroundAvailability() {
</s> Canvas2D: Inline doc updated (#1201)
... | [
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/**
* Internal method used to register a Scene Node to track position for the given group
* Do not invoke this method, for internal purpose only.
* @param group the group to track its associated Scene Node
*/
| <mask> * Note that some MapTexture might be bigger than this size if the first node to allocate is bigger in width or height
<mask> */
<mask> private static _groupTextureCacheSize = 1024;
<mask>
<mask>
<mask> public _registerTrackedNode(group: Group2D) {
<mask> if ... | [
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/**
* Internal method used to unregister a tracked Scene Node
* Do not invoke this method, it's for internal purpose only.
* @param group the group to unregister its tracked Scene Node from.
*/
| <mask> }
<mask>
<mask> public _unregisterTrackedNode(group: Group2D) {
<mask> if (!group._isFlagSet(SmartPropertyPrim.flagTrackedGroup)) {
<mask> return;
<mask> }
<mask>
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location t... | [
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/**
* Get a Gradient Color Brush
* @param color1 starting color
* @param color2 engine color
* @param translation translation vector to apply. default is [0;0]
* @param rotation rotation in radian to apply to the brush, initial direction is top to bottom. rotati... | <mask> public static GetSolidColorBrushFromHex(hexValue: string): IBrush2D {
<mask> return Canvas2D._solidColorBrushes.getOrAddWithFactory(hexValue, () => new SolidColorBrush2D(Color4.FromHexString(hexValue), true));
<mask> }
<mask>
<mask> public static GetGradientColorBrush(co... | [
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/**
* Create a solid or gradient brush from a string value.
* @param brushString should be either
* - "solid: #RRGGBBAA" or "#RRGGBBAA"
* - "gradient: #FF808080, #FFFFFFF[, [10:20], 180, 1]" for color1, color2, translation, rotation (degree), scale. The last three are o... | <mask> public static GetGradientColorBrush(color1: Color4, color2: Color4, translation: Vector2 = Vector2.Zero(), rotation: number = 0, scale: number = 1): IBrush2D {
<mask> return Canvas2D._gradientColorBrushes.getOrAddWithFactory(GradientColorBrush2D.BuildKey(color1, color2, translation, rotatio... | [
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/**
* Class to create a WorldSpace Canvas2D.
*/
| <mask> private static _gradientColorBrushes: StringDictionary<IBrush2D> = new StringDictionary<IBrush2D>();
<mask> }
<mask>
<mask> @className("WorldSpaceCanvas2D")
<mask> export class WorldSpaceCanvas2D extends Canvas2D {
<mask> /**
<mask> * Create a new 2D WorldSpace Render... | [
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* @param settings a combination of settings, possible ones are
* - children: an array of direct children primitives
| <mask> * Create a new 2D WorldSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a world transformation information to place it in the world space.
<mask> * This kind of canvas can't have its Primitives directly drawn in the Viewport, they need to be cached in a bitmap a... | [
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* - worldPosition the position of the Canvas in World Space, default is [0,0,0]
* - worldRotation the rotation of the Canvas in World Space, default is Quaternion.Identity()
| <mask> * @param scene the Scene that owns the Canvas
<mask> * @param size the dimension of the Canvas in World Space
<mask> * Options:
<mask> * - id: a text identifier, for information purpose only, default is null.
<mask> * - position the position of the Canvas in Wo... | [
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* - enableInteraction: if true the pointer events will be listened and rerouted to the appropriate primitives of the Canvas2D through the Prim2DBase.onPointerEventObservable observable property. Default is false (the opposite of ScreenSpace).
| <mask> * BE AWARE that the Canvas true dimension will be size*renderScaleFactor, then all coordinates and size will have to be express regarding this size.
<mask> * TIPS: if you want a renderScaleFactor independent reference of frame, create a child Group2D in the Canvas with position 0,0 and size s... | [
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* - backgroundRoundRadius: the round radius of the background, either backgroundFill or backgroundBorder must be specified.
* - backgroundFill: the brush to use to create a background fill for the canvas. can be a string value (see Canvas2D.GetBrushFromString) or a IBrush2D instance.
* - ba... | <mask> * - sideOrientation: Unexpected behavior occur if the value is different from Mesh.DEFAULTSIDE right now, so please use this one, which is the default.
<mask> * - cachingStrategy Must be CACHESTRATEGY_CANVAS for now, which is the default.
<mask> * - enableInteraction: if true the po... | [
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* - paddingTop: top padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
* - paddingLeft: left padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
* - paddingRight: right padding, can be a number (will be pixels) or ... | <mask> * - backgroundFill: the brush to use to create a background fill for the canvas. can be a string value (see Canvas2D.GetBrushFromString) or a IBrush2D instance.
<mask> * - backgroundBorder: the brush to use to create a background border for the canvas. can be a string value (see Canvas2D.GetB... | [
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children ?: Array<Prim2DBase>,
id ?: string,
worldPosition ?: Vector3,
worldRotation ?: Quaternion,
renderScaleFactor ?: number,
sideOrientation ?: number,
... | <mask> * - customWorldSpaceNode: if specified the Canvas will be rendered in this given Node. But it's the responsibility of the caller to set the "worldSpaceToNodeLocal" property to compute the hit of the mouse ray into the node (in world coordinate system) as well as rendering the cached bitmap in the node ... | [
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customWorldSpaceNode ?: Node,
paddingTop ?: number | string,
paddingLeft ?: number | string,
paddingRight ?: number | string,
paddingBottom ?: number | string,
padding ?: s... | <mask> backgroundRoundRadius?: number,
<mask> backgroundFill?: IBrush2D | string,
<mask> backgroundBorder?: IBrush2D | string,
<mask> backgroundBorderThickNess?: number,
<mask> customWorldSpaceNode?: Node,
<mask> marginTop?: number | string,
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/**
* Class to create a ScreenSpace Canvas2D
*/
| <mask>
<mask> @className("ScreenSpaceCanvas2D")
<mask> export class ScreenSpaceCanvas2D extends Canvas2D {
<mask> /**
<mask> * Create a new 2D ScreenSpace Rendering Canvas, it is a 2D rectangle that has a size (width/height) and a position relative to the bottom/left corner of the screen.... | [
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* @param settings a combination of settings, possible ones are
* - children: an array of direct children primitives
| <mask> * ScreenSpace Canvas will be drawn in the Viewport as a 2D Layer lying to the top of the 3D Scene. Typically used for traditional UI.
<mask> * All caching strategies will be available.
<mask> * PLEASE NOTE: the origin of a Screen Space Canvas is set to [0;0] (bottom/left) which is d... | [
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* - x: the position along the x axis (horizontal), relative to the left edge of the viewport. you can alternatively use the position setting.
* - y: the position along the y axis (vertically), relative to the bottom edge of the viewport. you can alternatively use the position setting.
* ... | <mask> * PLEASE NOTE: the origin of a Screen Space Canvas is set to [0;0] (bottom/left) which is different than the default origin of a Primitive which is centered [0.5;0.5]
<mask> * @param scene the Scene that owns the Canvas
<mask> * Options:
<mask> * - id: a text identifier, ... | [
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* - backgroundRoundRadius: the round radius of the background, either backgroundFill or backgroundBorder must be specified.
* - backgroundFill: the brush to use to create a background fill for the canvas. can be a string value (see BABYLON.Canvas2D.GetBrushFromString) or a IBrush2D instance.
... | <mask> * - size: the Size of the canvas. Alternatively the width and height properties can be set. If null two behaviors depend on the cachingStrategy: if it's CACHESTRATEGY_CACHECANVAS then it will always auto-fit the rendering device, in all the other modes it will fit the content of the Canvas
<mask> ... | [
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children ?: Array<Prim2DBase>,
id ?: string,
x ?: number,
y ?: number,
position ?: Vector2,
origin ?: Vector2,
w... | <mask> * - vAlighment: define horizontal alignment of the Canvas, alignment is optional, default value null: no alignment.
<mask> */
<mask> constructor(scene: Scene, settings?: {
<mask>
<mask> children?: Array<Prim2DBase>,
<mask> id?: string,
<mask> ... | [
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paddingTop ?: number | string,
paddingLeft ?: number | string,
paddingRight ?: number | string,
paddingBottom ?: number | string,
padding ?: string,
| <mask> backgroundRoundRadius?: number,
<mask> backgroundFill?: IBrush2D | string,
<mask> backgroundBorder?: IBrush2D | string,
<mask> backgroundBorderThickNess?: number,
<mask> marginTop?: number | string,
<mask> marginLeft?: number | string,... | [
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<mask>
<mask> }) {
<mask> Prim2DBase._isCanvasInit = true;
<mask> super(scene, settings);
<mask>
<mask> //let c = new Canvas2D();
<mask>
<mask> //if (!settings) {
<mask> // c.setupCanvas(scene, null, null, 1, true, Canvas2D.CACHESTRATEGY... | [
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* Note that for performance reason, each different Layout Engine type can be exposed as one/many singleton or must be instanced each time.
| <mask>
<mask> @className("LayoutEngineBase")
<mask> /**
<mask> * This is the base class you have to extend in order to implement your own Layout Engine.
<mask> * Note that for performance reason, each different Layout Engine type must be instanced only once, good practice is through a static `Si... | [
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/**
* The default Layout Engine, primitive are positioning into a Canvas, using their x/y coordinates.
* This layout must be used as a Singleton through the CanvasLayoutEngine.Singleton property.
*/
| <mask> }
<mask>
<mask> @className("CanvasLayoutEngine")
<mask> export class CanvasLayoutEngine extends LayoutEngineBase {
<mask> public static Singleton: CanvasLayoutEngine = new CanvasLayoutEngine();
<mask>
<mask> // A very simple (no) layout computing...
</s> Canvas2D: Inline doc... | [
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/**
* A stack panel layout. Primitive will be stack either horizontally or vertically.
* This Layout type must be used as a Singleton, use the StackPanelLayoutEngine.Horizontal for an horizontal stack panel or StackPanelLayoutEngine.Vertical for a vertical one.
*/
| <mask>
<mask>
<mask> @className("StackPanelLayoutEngine")
<mask> export class StackPanelLayoutEngine extends LayoutEngineBase {
<mask> constructor() {
<mask> super();
<mask> this.layoutDirtyOnPropertyChangedMask = Prim2DBase.sizeProperty.flagId;
</s> Canvas2D: Inline do... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.canvas2dLayoutEngine.ts |
/**
* Ellipse Primitive class
*/
| <mask> }
<mask>
<mask> @className("Ellipse2D")
<mask> export class Ellipse2D extends Shape2D {
<mask>
<mask> public static acutalSizeProperty: Prim2DPropInfo;
<mask> public static subdivisionsProperty: Prim2DPropInfo;
<mask>
<mask> @instanceLevelProperty(Shape2D.SHAPE2D_P... | [
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/**
* Get/Set the size of the ellipse
*/
| <mask> public static subdivisionsProperty: Prim2DPropInfo;
<mask>
<mask> @instanceLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 1, pi => Ellipse2D.acutalSizeProperty = pi, false, true)
<mask> public get actualSize(): Size {
<mask> if (this._actualSize) {
<mask> ret... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.ellipse2d.ts |
/**
* Get/set the number of subdivisions used to draw the ellipsis. Default is 64.
*/
| <mask> }
<mask>
<mask> @modelLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 2, pi => Ellipse2D.subdivisionsProperty = pi)
<mask> public get subdivisions(): number {
<mask> return this._subdivisions;
<mask> }
<mask>
<mask> public set subdivisions(value: number) {
... | [
"keep",
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* @param settings a combination of settings, possible ones are
* - parent: the parent primitive/canvas, must be specified if the primitive is not constructed as a child of another one (i.e. as part of the children array setting)
* - children: an array of direct children
| <mask> }
<mask>
<mask> /**
<mask> * Create an Ellipse 2D Shape primitive
<mask> * @param parent the parent primitive, must be a valid primitive (or the Canvas)
<mask> * options:
<mask> * - id: a text identifier, for information purpose
<mask> * - p... | [
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* - rotation: the initial rotation (in radian) of the primitive. default is 0
* - scale: the initial scale of the primitive. default is 1
| <mask> * - id: a text identifier, for information purpose
<mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0]
<mask> * - origin: define the normalized origin point location, default [0.5;0.5]
<mask> ... | [
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* - fill: the brush used to draw the fill content of the ellipse, you can set null to draw nothing (but you will have to set a border brush), default is a SolidColorBrush of plain white. can also be a string value (see Canvas2D.GetBrushFromString)
* - border: the brush used to draw the border of th... | <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0]
<mask> * - origin: define the normalized origin point location, default [0.5;0.5]
<mask> * - size: the size of the group. Alternatively the width and height... | [
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rotation ?: number,
scale ?: number,
| <mask> x ?: number,
<mask> y ?: number,
<mask> origin ?: Vector2,
<mask> size ?: Size,
<mask> width ?: number,
<mask> height ?: number,
<mask> subdivi... | [
"keep",
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<mask> paddingLeft ?: number | string,
<mask> paddingRight ?: number | string,
<mask> paddingBottom ?: number | string,
<mask> padding ?: string,
<mask> paddingHAlignment ?: number,
<mask> paddingVAlignment ?: number,... | [
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* @param settings a combination of settings, possible ones are
* - parent: the parent primitive/canvas, must be specified if the primitive is not constructed as a child of another one (i.e. as part of the children array setting)
* - children: an array of direct children
| <mask> public static GROUPCACHEBEHAVIOR_CACHEINPARENTGROUP = 2;
<mask>
<mask> /**
<mask> * Create an Logical or Renderable Group.
<mask> * @param parent the parent primitive, must be a valid primitive (or the Canvas)
<mask> * options:
<mask> * - id a text ide... | [
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* - rotation: the initial rotation (in radian) of the primitive. default is 0
* - scale: the initial scale of the primitive. default is 1
| <mask> * - id a text identifier, for information purpose
<mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0]
<mask> * - origin: define the normalized origin point location, default [0.5;0.5]
<mask> ... | [
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.group2d.ts |
* - layoutEngine: either an instance of a layout engine based class (StackPanel.Vertical, StackPanel.Horizontal) or a string ('canvas' for Canvas layout, 'StackPanel' or 'HorizontalStackPanel' for horizontal Stack Panel layout, 'VerticalStackPanel' for vertical Stack Panel layout).
| <mask> * - scale: the initial scale of the primitive. default is 1
<mask> * - origin: define the normalized origin point location, default [0.5;0.5]
<mask> * - size: the size of the group. Alternatively the width and height properties can be set. If null the size will be computed from i... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.group2d.ts |
* - marginTop: top margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
* - marginLeft: left margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
* - marginRight: right margin, can be a number (will be pixels) or a stri... | <mask> * - origin: define the normalized origin point location, default [0.5;0.5]
<mask> * - size: the size of the group. Alternatively the width and height properties can be set. If null the size will be computed from its content, default is null.
<mask> * - cacheBehavior: Define how t... | [
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"replace",
"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.group2d.ts |
parent ?: Prim2DBase,
children ?: Array<Prim2DBase>,
id ?: string,
position ?: Vector2,
x ?: number,
y ?: number,
trackNode ?: Node,
origin ... | <mask> * - vAlighment: define horizontal alignment of the Canvas, alignment is optional, default value null: no alignment.
<mask> */
<mask> constructor(settings?: {
<mask>
<mask> parent?: Prim2DBase,
<mask> children?: Array<Prim2DBase>,
<mask> id?: ... | [
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marginAlignment ?: string,
paddingTop ?: number | string,
paddingLeft ?: number | string,
paddingRight ?: number | string,
paddingBottom ?: number | string,
padding ?: string,
| <mask> marginBottom?: number | string,
<mask> margin?: number | string,
<mask> marginHAlignment?: number,
<mask> marginVAlignment?: number,
<mask> marginAlignment?: string,
<mask> paddingTop?: number | string,
<mask> paddingLeft?... | [
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/**
* Get/set the Scene's Node that should be tracked, the group's position will follow the projected position of the Node.
*/
| <mask> this._groupRender();
<mask> }
<mask>
<mask> public get trackedNode(): Node {
<mask> return this._trackedNode;
<mask> }
<mask>
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location to the right place in case of multi-line
* ... | [
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/**
* Primitive drawing a series of line segments
*/
| <mask>
<mask> @className("Lines2D")
<mask> export class Lines2D extends Shape2D {
<mask>
<mask> /**
<mask> * No Cap to apply on the extremity
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location to the right place in case of multi-line
* Fix textSize nu... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.lines2d.ts |
/**
* No Cap to apply on the extremity
*/
| <mask> */
<mask> export class Lines2D extends Shape2D {
<mask> static get NoCap() { return Lines2D._noCap; }
<mask>
<mask> /**
<mask> * A round cap, will use the line thickness as diameter
<mask> */
<mask> static get RoundCap() { return Lines2D._roundCap; }
<... | [
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/**
* A round cap, will use the line thickness as diameter
*/
| <mask> */
<mask> static get NoCap() { return Lines2D._noCap; }
<mask> static get RoundCap() { return Lines2D._roundCap; }
<mask>
<mask> /**
<mask> * Creates a triangle at the extremity.
</s> Canvas2D: Inline doc updated (#1201)
* Change text drawing starting location t... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/60adf942fa9dc01ad9217c05cbe179d57aaaa5f4 | src/Canvas2d/babylon.lines2d.ts |
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