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Node

class Node implements PromisableNode

Extended by

Constructors

constructor

public new Node{...}: NodeProps: Node

Parameters

Properties

absolutePosition

A helper signal for operating on the position in world space.

Retrieving the position using this signal returns the position in world space. Similarly, setting the position using this signal transforms the new value to local space.

If the new value is a function, the position of this node will be continuously updated to always match the position returned by the function. This can be useful to "pin" the node in a specific place or to make it follow another node's position.

Unlike position, this signal is not compound - it doesn't contain separate signals for the x and y components.


absoluteRotation

readonly public absoluteRotation: SimpleSignalnumberNode

A helper signal for operating on the rotation in world space.

Retrieving the rotation using this signal returns the rotation in world space. Similarly, setting the rotation using this signal transforms the new value to local space.

If the new value is a function, the rotation of this node will be continuously updated to always match the rotation returned by the function.


absoluteScale

A helper signal for operating on the scale in world space.

Retrieving the scale using this signal returns the scale in world space. Similarly, setting the scale using this signal transforms the new value to local space.

If the new value is a function, the scale of this node will be continuously updated to always match the position returned by the function.

Unlike scale, this signal is not compound - it doesn't contain separate signals for the x and y components.


cache

readonly public cache: SimpleSignalbooleanNode

cachePadding

Controls the padding of the cached canvas used by this node.

By default, the size of the cache is determined based on the bounding box of the node and its children. That includes effects such as stroke or shadow. This property can be used to expand the cache area further. Usually used to account for custom effects created by shaders.


children


composite

readonly public composite: SimpleSignalbooleanNode

compositeOperation

readonly public compositeOperation: SimpleSignalGlobalCompositeOperationNode

creationStack

readonly public creationStack?: string

filters

readonly public filters: FiltersSignalNode

isClass

public isClass: boolean

key

readonly public key: string

opacity

readonly public opacity: SimpleSignalnumberNode

Represents the opacity of this node in the range 0-1.

The value is clamped to the range 0-1.


parent

readonly public parent: SimpleSignalnullNodevoid = ...

position

readonly public position: Vector2SignalNode

Represents the position of this node in local space of its parent.

Examples


properties

readonly public properties: RecordstringPropertyMetadataany = ...

rotation

readonly public rotation: SimpleSignalnumberNode

Represents the rotation (in degrees) of this node relative to its parent.


scale

readonly public scale: Vector2SignalNode

Represents the scale of this node in local space of its parent.

Examples


shaders

readonly public shaders: SignalPossibleShaderConfigShaderConfig[]NodeSignalContextPossibleShaderConfigShaderConfig[]Node
Experimental
This is an experimental feature. The behavior and API may change drastically between minor releases.

shadowBlur

readonly public shadowBlur: SimpleSignalnumberNode

shadowColor

readonly public shadowColor: ColorSignalNode

shadowOffset


skew

readonly public skew: Vector2SignalNode

Represents the skew of this node in local space of its parent.

Examples


zIndex

readonly public zIndex: SimpleSignalnumberNode

Accessors

x

public get x(): SimpleSignalnumberthis

y

public get y(): SimpleSignalnumberthis

Methods

[iterator]

public [iterator](): Generatorkey: stringmeta: PropertyMetadataanysignal: SimpleSignalanyvoidvoidunknown

absoluteOpacity

public absoluteOpacity(): number

add

Add the given node(s) as the children of this node.

The nodes will be appended at the end of the children list.

Examples

Parameters


applyState

public applyStatestate: NodeState: void

Apply the given state to the node, setting all matching signal values to the provided values.

Parameters


cacheBBox

public cacheBBox(): BBox

Get a bounding box for the contents rendered by this node as well as its children.


childAs

public childAsT extends NodeT = Nodeindex: number: nullT

Get the nth children cast to the specified type.

Type Parameters

Parameters

  • index: number

    The index of the child to retrieve.


childrenAs

public childrenAsT extends NodeT = Node(): T[]

Get the children array cast to the specified type.

Type Parameters


clone

public clonecustomProps: NodeState = {}: Node

Create a copy of this node.

Parameters


compositeToLocal

public compositeToLocal(): DOMMatrix

compositeToWorld

public compositeToWorld(): DOMMatrix

A matrix mapping composite space to world space.

Certain effects such as blur and shadows ignore the current transformation. This matrix can be used to transform their parameters so that the effect appears relative to the closest composite root.


dispose

public dispose(): void

Prepare this node to be disposed of.

This method is called automatically when a scene is refreshed. It will be called even if the node is not currently attached to the tree.

The goal of this method is to clean any external references to allow the node to be garbage collected.


drawOverlay

Draw an overlay for this node.

The overlay for the currently inspected node is displayed on top of the canvas.

The provided context is in screen space. The local-to-screen matrix can be used to transform all shapes that need to be displayed. This approach allows to keep the line widths and gizmo sizes consistent, no matter how zoomed-in the view is.

Parameters


findAll

public findAllT extends NodeTpredicate: node: any => node is T: T[]
public findAllT extends NodeT = Nodepredicate: node: any => boolean: T[]

Find all descendants of this node that match the given predicate.

Type Parameters

Parameters

  • predicate: node: any => node is T

    A function that returns true if the node matches.


findAncestor

public findAncestorT extends NodeTpredicate: node: Node => node is T: nullT
public findAncestorT extends NodeT = Nodepredicate: node: Node => boolean: nullT

Find the closest ancestor of this node that matches the given predicate.

Type Parameters

Parameters


findFirst

public findFirstT extends NodeTpredicate: node: Node => node is T: nullT
public findFirstT extends NodeT = Nodepredicate: node: Node => boolean: nullT

Find the first descendant of this node that matches the given predicate.

Type Parameters

Parameters


findLast

public findLastT extends NodeTpredicate: node: Node => node is T: nullT
public findLastT extends NodeT = Nodepredicate: node: Node => boolean: nullT

Find the last descendant of this node that matches the given predicate.

Type Parameters

Parameters


getState

public getState(): NodeState

Return a snapshot of the node's current signal values.

This method will calculate the values of any reactive properties of the node at the time the method is called.


hit

public hitposition: Vector2: nullNode

Try to find a node intersecting the given position.

Parameters


insert

public insertnode: ComponentChildrenindex: number = 0: Node

Insert the given node(s) at the specified index in the children list.

Examples

Parameters


instantiate

public instantiateprops: NodeProps = {}: Node

Create an instance of this node's class.

Parameters


localToParent

public localToParent(): DOMMatrix

Get the local-to-parent matrix for this node.

This matrix transforms vectors from local space of this node to local space of this node's parent.


localToWorld

public localToWorld(): DOMMatrix

Get the local-to-world matrix for this node.

This matrix transforms vectors from local space of this node to world space.

Examples


move

public moveby: number = 1: Node

Rearrange this node in relation to its siblings.

Children are rendered starting from the beginning of the children list. We can change the rendering order by rearranging said list.

A positive by arguments move the node up (it will be rendered on top of the elements it has passed). Negative values move it down.

Parameters

  • by: number = 1

    Number of places by which the node should be moved.


moveAbove

public moveAbovenode: NodedirectlyAbove: boolean = false: Node

Move the node above the provided node in the parent's layout.

The node will be moved above the provided node and from then on will be rendered on top of it. By default, if the node is already positioned higher than the sibling node, it will not get moved.

Parameters

  • node: Node

    The sibling node below which to move.

  • directlyAbove: boolean = false

    Whether the node should be positioned directly above the sibling. When true, will move the node even if it is already positioned above the sibling.


moveBelow

public moveBelownode: NodedirectlyBelow: boolean = false: Node

Move the node below the provided node in the parent's layout.

The node will be moved below the provided node and from then on will be rendered below it. By default, if the node is already positioned lower than the sibling node, it will not get moved.

Parameters

  • node: Node

    The sibling node below which to move.

  • directlyBelow: boolean = false

    Whether the node should be positioned directly below the sibling. When true, will move the node even if it is already positioned below the sibling.


moveDown

public moveDown(): Node

Move the node down in relation to its siblings.

The node will exchange places with the sibling right below it (if any) and from then on will be rendered under it.


moveTo

public moveToindex: number: Node

Move the node to the provided position relative to its siblings.

If the node is getting moved to a lower position, it will be placed below the sibling that's currently at the provided index (if any). If the node is getting moved to a higher position, it will be placed above the sibling that's currently at the provided index (if any).

Parameters

  • index: number

    The index to move the node to.


moveToBottom

public moveToBottom(): Node

Move the node to the bottom in relation to its siblings.

The node will be placed at the beginning of the children list and from then on will be rendered below all of its siblings.


moveToTop

public moveToTop(): Node

Move the node to the top in relation to its siblings.

The node will be placed at the end of the children list and from then on will be rendered on top of all of its siblings.


moveUp

public moveUp(): Node

Move the node up in relation to its siblings.

The node will exchange places with the sibling right above it (if any) and from then on will be rendered on top of it.


parentAs

public parentAsT extends NodeT = Node(): nullT

Get the parent cast to the specified type.

Type Parameters


peekChildren

public peekChildren(): readonly Node[]

Get the current children of this node.

Unlike children, this method does not have any side effects. It does not register the children signal as a dependency, and it does not spawn any children. It can be used to safely retrieve the current state of the scene graph for debugging purposes.


reactiveClone

public reactiveClonecustomProps: NodeState = {}: Node

Create a reactive copy of this node.

A reactive copy has all its properties dynamically updated to match the source node.

Parameters


remove

public remove(): Node

Remove this node from the tree.


removeChildren

public removeChildren(): void

Remove all children of this node.


render

Render this node onto the given canvas.

Parameters


reparent

public reparentnewParent: Node: void

Change the parent of this node while keeping the absolute transform.

After performing this operation, the node will stay in the same place visually, but its parent will be changed.

Parameters


restore

public restore(): void

Restore the node to its last saved state.

This method can be used together with the save method to restore a node to a previously saved state. Restoring a node to a previous state removes that state from the state stack.

Examples


save

public save(): void

Push a snapshot of the node's current state onto the node's state stack.

This method can be used together with the restore method to save a node's current state and later restore it. It is possible to store more than one state by calling save method multiple times.


snapshotClone

public snapshotClonecustomProps: NodeState = {}: Node

Create a copy of this node.

Unlike clone, a snapshot clone calculates any reactive properties at the moment of cloning and passes the raw values to the copy.

Parameters


toPromise

public toPromise(): PromiseNode

Wait for any asynchronous resources that this node or its children have.

Certain resources like images are always loaded asynchronously. Awaiting this method makes sure that all such resources are done loading before continuing the animation.


view

public view(): View2D

worldToLocal

public worldToLocal(): DOMMatrix

Get the world-to-local matrix for this node.

This matrix transforms vectors from world space to local space of this node.

Examples


worldToParent

public worldToParent(): DOMMatrix

Get the world-to-parent matrix for this node.

This matrix transforms vectors from world space to local space of this node's parent.