Rive
class Rive extends Asset
Constructors
constructor
Parameters
OverwritesAsset.constructor
Properties
absolutePosition
readonly public absolutePosition: SimpleVector2SignalRive
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.
Asset.absolutePosition
absoluteRotation
readonly public absoluteRotation: SimpleSignalnumberRive
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.
Inherited fromAsset.absoluteRotation
absoluteScale
readonly public absoluteScale: SimpleVector2SignalRive
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.
Asset.absoluteScale
alignContent
readonly public alignContent: SimpleSignalFlexContentRive
Asset.alignContent
alignItems
readonly public alignItems: SimpleSignalFlexItemsRive
Asset.alignItems
alignSelf
readonly public alignSelf: SimpleSignalFlexItemsRive
Asset.alignSelf
animationId
readonly public animationId: SimpleSignalstringnumberRive
antialiased
readonly public antialiased: SimpleSignalbooleanRive
Asset.antialiased
arrowSize
readonly public arrowSize: SimpleSignalnumberRive
Controls the size of the end and start arrows.
To make the arrows visible make sure to enable startArrow
and/or
endArrow
.
Asset.arrowSize
artboardId
readonly public artboardId: SimpleSignalstringnumberRive
assetRoot
public assetRoot?: `${string}/`
Asset.assetRoot
basis
readonly public basis: SimpleSignalFlexBasisRive
Asset.basis
bottom
readonly public bottom: SimpleVector2SignalRive
The position of the bottom edge of this node.
When set, this shortcut property will modify the node's position so that the bottom edge ends up in the given place.
When retrieved, it will return the position of the bottom edge in the parent space.
Inherited fromAsset.bottom
bottomLeft
readonly public bottomLeft: SimpleVector2SignalRive
The position of the bottom left corner of this node.
When set, this shortcut property will modify the node's position so that the bottom left corner ends up in the given place.
When retrieved, it will return the position of the bottom left corner in the parent space.
Inherited fromAsset.bottomLeft
bottomRight
readonly public bottomRight: SimpleVector2SignalRive
The position of the bottom right corner of this node.
When set, this shortcut property will modify the node's position so that the bottom right corner ends up in the given place.
When retrieved, it will return the position of the bottom right corner in the parent space.
Inherited fromAsset.bottomRight
cache
readonly public cache: SimpleSignalbooleanRive
Asset.cache
cachePadding
readonly public cachePadding: SpacingSignalRive
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
.
Asset.cachePadding
children
readonly public children: SignalComponentChildrenNode[]RiveSignalContextComponentChildrenNode[]Rive
Asset.children
clip
readonly public clip: SimpleSignalbooleanRive
Asset.clip
closed
readonly public closed: SimpleSignalbooleanRive
Whether the curve should be closed.
Closed curves have their start and end points connected.
Inherited fromAsset.closed
composite
readonly public composite: SimpleSignalbooleanRive
Asset.composite
compositeOperation
readonly public compositeOperation: SimpleSignalGlobalCompositeOperationRive
Asset.compositeOperation
cornerSharpness
readonly public cornerSharpness: SimpleSignalnumberRive
Controls the sharpness of smoothCorners
.
This property only affects the way rounded corners are drawn. To control
the corner radius use the radius
property.
Requires smoothCorners
to be enabled to have any effect.
By default, corner sharpness is set to 0.6
which represents a smooth,
circle-like rounding. At 0
the edges are squared off.
Examples
Inherited fromAsset.cornerSharpness
creationStack
readonly public creationStack?: string
Asset.creationStack
direction
readonly public direction: SimpleSignalFlexDirectionRive
Asset.direction
element
public element: HTMLElement
Asset.element
end
readonly public end: SimpleSignalnumberRive
A percentage from the start after which the curve should be clipped.
The portion of the curve that comes after the given percentage will be made invisible.
This property is usefully for animating the curve appearing on the screen.
The value of 0
means the very start of the curve (accounting for the
startOffset
) while 1
means the very end (accounting for the
endOffset
).
Asset.end
endArrow
readonly public endArrow: SimpleSignalbooleanRive
Whether to display an arrow at the end of the visible curve.
Use arrowSize
to control the size of the arrow.
Asset.endArrow
endOffset
readonly public endOffset: SimpleSignalnumberRive
The offset in pixels from the end of the curve.
This property lets you specify where along the defined curve the actual
visible portion ends. For example, setting it to 20
will make the last
20 pixels of the curve invisible.
This property is useful for trimming the curve using a fixed distance.
If you want to animate the curve appearing on the screen, use end
instead.
Asset.endOffset
fill
readonly public fill: CanvasStyleSignalRive
Asset.fill
filters
readonly public filters: FiltersSignalRive
Asset.filters
fontFamily
readonly public fontFamily: SimpleSignalstringRive
Asset.fontFamily
fontSize
readonly public fontSize: SimpleSignalnumberRive
Asset.fontSize
fontStyle
readonly public fontStyle: SimpleSignalstringRive
Asset.fontStyle
fontWeight
readonly public fontWeight: SimpleSignalnumberRive
Asset.fontWeight
gap
readonly public gap: Vector2LengthSignalRive
Asset.gap
grow
readonly public grow: SimpleSignalnumberRive
Asset.grow
isClass
public isClass: boolean
Asset.isClass
justifyContent
readonly public justifyContent: SimpleSignalFlexContentRive
Asset.justifyContent
key
readonly public key: string
Asset.key
layout
readonly public layout: SimpleSignalLayoutModeRive
Asset.layout
left
readonly public left: SimpleVector2SignalRive
The position of the left edge of this node.
When set, this shortcut property will modify the node's position so that the left edge ends up in the given place.
When retrieved, it will return the position of the left edge in the parent space.
Inherited fromAsset.left
letterSpacing
readonly public letterSpacing: SimpleSignalnumberRive
Asset.letterSpacing
lineCap
readonly public lineCap: SimpleSignalCanvasLineCapRive
Asset.lineCap
lineDash
readonly public lineDash: SimpleSignalnumber[]Rive
Asset.lineDash
lineDashOffset
readonly public lineDashOffset: SimpleSignalnumberRive
Asset.lineDashOffset
lineHeight
readonly public lineHeight: SimpleSignalLengthRive
Asset.lineHeight
lineJoin
readonly public lineJoin: SimpleSignalCanvasLineJoinRive
Asset.lineJoin
lineWidth
readonly public lineWidth: SimpleSignalnumberRive
Asset.lineWidth
margin
readonly public margin: SpacingSignalRive
Asset.margin
maxHeight
readonly public maxHeight: SimpleSignalLengthLimitRive
Asset.maxHeight
maxWidth
readonly public maxWidth: SimpleSignalLengthLimitRive
Asset.maxWidth
middle
readonly public middle: SimpleVector2SignalRive
The position of the center of this node.
When set, this shortcut property will modify the node's position so that the center ends up in the given place.
If the offset
has not been changed, this will be the same as the
position
.
When retrieved, it will return the position of the center in the parent space.
Inherited fromAsset.middle
minHeight
readonly public minHeight: SimpleSignalLengthLimitRive
Asset.minHeight
minWidth
readonly public minWidth: SimpleSignalLengthLimitRive
Asset.minWidth
offset
readonly public offset: Vector2SignalRive
Represents the offset of this node's origin.
By default, the origin of a node is located at its center. The origin serves as the pivot point when rotating and scaling a node, but it doesn't affect the placement of its children.
The value is relative to the size of this node. A value of 1
means as far
to the right/bottom as possible. Here are a few examples of offsets:
[-1, -1]
- top left corner[1, -1]
- top right corner[0, 1]
- bottom edge[-1, 1]
- bottom left corner
Asset.offset
opacity
readonly public opacity: SimpleSignalnumberRive
Represents the opacity of this node in the range 0-1.
The value is clamped to the range 0-1.
Inherited fromAsset.opacity
padding
readonly public padding: SpacingSignalRive
Asset.padding
parent
readonly public parent: SimpleSignalnullNodevoid = ...
Asset.parent
position
readonly public position: Vector2SignalRive
Represents the position of this node in local space of its parent.
Examples
Inherited fromAsset.position
properties
readonly public properties: RecordstringPropertyMetadataany = ...
Asset.properties
radius
readonly public radius: SpacingSignalRive
Rounds the corners of this rectangle.
The value represents the radius of the quarter circle that is used to round the corners. If the value is a number, the same radius is used for all corners. Passing an array of two to four numbers will set individual radii for each corner. Individual radii correspond to different corners depending on the number of values passed:
// top-left-and-bottom-right | top-right-and-bottom-left
[10, 30]
// top-left | top-right-and-bottom-left | bottom-right
[10, 20, 30]
// top-left | top-right | bottom-right | bottom-left
[10, 20, 30, 40]
Examples
Inherited fromAsset.radius
ratio
readonly public ratio: SimpleSignalnullnumberRive
Asset.ratio
right
readonly public right: SimpleVector2SignalRive
The position of the right edge of this node.
When set, this shortcut property will modify the node's position so that the right edge ends up in the given place.
When retrieved, it will return the position of the right edge in the parent space.
Inherited fromAsset.right
rotation
readonly public rotation: SimpleSignalnumberRive
Represents the rotation (in degrees) of this node relative to its parent.
Inherited fromAsset.rotation
scale
readonly public scale: Vector2SignalRive
Represents the scale of this node in local space of its parent.
Examples
Inherited fromAsset.scale
shaders
readonly public shaders: SignalPossibleShaderConfigShaderConfig[]RiveSignalContextPossibleShaderConfigShaderConfig[]Rive
Asset.shaders
shadowBlur
readonly public shadowBlur: SimpleSignalnumberRive
Asset.shadowBlur
shadowColor
readonly public shadowColor: ColorSignalRive
Asset.shadowColor
shadowOffset
readonly public shadowOffset: Vector2SignalRive
Asset.shadowOffset
shrink
readonly public shrink: SimpleSignalnumberRive
Asset.shrink
size
readonly public size: Vector2LengthSignalRive
Represents the size of this node.
A size is a two-dimensional vector, where x
represents the width
, and y
represents the height
.
The value of both x and y is of type Length
which is
either:
number
- the desired length in pixels${number}%
- a string with the desired length in percents, for example'50%'
null
- an automatic length
When retrieving the size, all units are converted to pixels, using the
current state of the layout. For example, retrieving the width set to
'50%'
, while the parent has a width of 200px
will result in the number
100
being returned.
When the node is not part of the layout, setting its size using percents refers to the size of the entire scene.
Examples
Inherited fromAsset.size
skew
readonly public skew: Vector2SignalRive
Represents the skew of this node in local space of its parent.
Examples
Inherited fromAsset.skew
smoothCorners
readonly public smoothCorners: SimpleSignalbooleanRive
Enables corner smoothing.
This property only affects the way rounded corners are drawn. To control
the corner radius use the radius
property.
When enabled, rounded corners are drawn continuously using Bézier curves
rather than quarter circles. The sharpness of the curve can be controlled
with cornerSharpness
.
You can read more about corner smoothing in this article by Nick Lawrence.
Examples
Inherited fromAsset.smoothCorners
src
readonly public src: SimpleSignalstringRive
The source of this asset.
Examples
Inherited fromAsset.src
start
readonly public start: SimpleSignalnumberRive
A percentage from the start before which the curve should be clipped.
The portion of the curve that comes before the given percentage will be made invisible.
This property is usefully for animating the curve appearing on the screen.
The value of 0
means the very start of the curve (accounting for the
startOffset
) while 1
means the very end (accounting for the
endOffset
).
Asset.start
startArrow
readonly public startArrow: SimpleSignalbooleanRive
Whether to display an arrow at the start of the visible curve.
Use arrowSize
to control the size of the arrow.
Asset.startArrow
startOffset
readonly public startOffset: SimpleSignalnumberRive
The offset in pixels from the start of the curve.
This property lets you specify where along the defined curve the actual
visible portion starts. For example, setting it to 20
will make the first
20 pixels of the curve invisible.
This property is useful for trimming the curve using a fixed distance.
If you want to animate the curve appearing on the screen, use start
instead.
Asset.startOffset
stroke
readonly public stroke: CanvasStyleSignalRive
Asset.stroke
strokeFirst
readonly public strokeFirst: SimpleSignalbooleanRive
Asset.strokeFirst
styles
public styles: CSSStyleDeclaration
Asset.styles
textAlign
readonly public textAlign: SimpleSignalCanvasTextAlignRive
Asset.textAlign
textDirection
readonly public textDirection: SimpleSignalCanvasDirectionRive
Asset.textDirection
textWrap
readonly public textWrap: SimpleSignalTextWrapRive
Asset.textWrap
top
readonly public top: SimpleVector2SignalRive
The position of the top edge of this node.
When set, this shortcut property will modify the node's position so that the top edge ends up in the given place.
When retrieved, it will return the position of the top edge in the parent space.
Inherited fromAsset.top
topLeft
readonly public topLeft: SimpleVector2SignalRive
The position of the top left corner of this node.
When set, this shortcut property will modify the node's position so that the top left corner ends up in the given place.
When retrieved, it will return the position of the top left corner in the parent space.
Inherited fromAsset.topLeft
topRight
readonly public topRight: SimpleVector2SignalRive
The position of the top right corner of this node.
When set, this shortcut property will modify the node's position so that the top right corner ends up in the given place.
When retrieved, it will return the position of the top right corner in the parent space.
Inherited fromAsset.topRight
wrap
readonly public wrap: SimpleSignalFlexWrapRive
Asset.wrap
zIndex
readonly public zIndex: SimpleSignalnumberRive
Asset.zIndex
Accessors
columnGap
public get columnGap(): SignalLengthnumberthisSignalContextLengthnumberthis
Asset.columnGap
height
public get height(): SignalLengthnumberthisSignalContextLengthnumberthis
Asset.height
rowGap
public get rowGap(): SignalLengthnumberthisSignalContextLengthnumberthis
Asset.rowGap
width
public get width(): SignalLengthnumberthisSignalContextLengthnumberthis
Asset.width
x
public get x(): SimpleSignalnumberthis
Asset.x
y
public get y(): SimpleSignalnumberthis
Asset.y
Methods
[iterator]
public [iterator](): Generatorkey: stringmeta: PropertyMetadataanysignal: SimpleSignalanyvoidvoidunknown
Asset.__@iterator@3541
absoluteOpacity
public absoluteOpacity(): number
Asset.absoluteOpacity
add
public addnode: ComponentChildren: Rive
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
node: ComponentChildren
A node or an array of nodes to append.
Asset.add
anchorPosition
public anchorPosition(): Vector2
Asset.anchorPosition
applyState
public applyStatestate: NodeStateduration: numbertiming?: TimingFunction: ThreadGenerator
Apply the given state to the node, setting all matching signal values to the provided values.
Parameters
Inherited fromAsset.applyState
arcLength
public arcLength(): number
The visible arc length of this curve.
This arc length accounts for both the offset and the start
and
end
properties.
Asset.arcLength
baseArcLength
public baseArcLength(): number
The base arc length of this curve.
This is the entire length of this curve, not accounting for
the offsets
.
Asset.baseArcLength
cacheBBox
public cacheBBox(): BBox
Get a bounding box for the contents rendered by this node as well as its children.
Inherited fromAsset.cacheBBox
childAs
Get the nth children cast to the specified type.
Type Parameters
Parameters
index: number
The index of the child to retrieve.
Asset.childAs
childrenAs
Get the children array cast to the specified type.
Type Parameters
Inherited fromAsset.childrenAs
clone
public clonecustomProps: NodeState = {}: Rive
Create a copy of this node.
Parameters
customProps: NodeState = {}
Properties to override.
Asset.clone
completion
public completion(): number
The percentage of the curve that's currently visible.
The returned value is the ratio between the visible length (as defined by
start
and end
) and the offset length of the curve.
Asset.completion
compositeToLocal
public compositeToLocal(): DOMMatrix
Asset.compositeToLocal
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.
Inherited fromAsset.compositeToWorld
computedPosition
public computedPosition(): Vector2
Asset.computedPosition
dispose
public dispose(): void
Asset.dispose
distanceToPercentage
public distanceToPercentagevalue: number: number
Convert a distance along the curve to a percentage.
The distance should be given in relation to the full curve, not
accounting for startOffset
and endOffset
.
Parameters
value: number
The distance along the curve.
Asset.distanceToPercentage
drawOverlay
public drawOverlaycontext: CanvasRenderingContext2Dmatrix: DOMMatrix: void
Parameters
Inherited fromAsset.drawOverlay
findAll
Find all descendants of this node that match the given predicate.
Type Parameters
Parameters
Inherited fromAsset.findAll
findAncestor
Find the closest ancestor of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromAsset.findAncestor
findFirst
Find the first descendant of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromAsset.findFirst
findLast
Find the last descendant of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromAsset.findLast
fullSource
public fullSource(): string
Asset.fullSource
getOriginDelta
Parameters
Inherited fromAsset.getOriginDelta
getPointAtPercentage
public getPointAtPercentagevalue: number: CurvePoint
Parameters
value: number
Asset.getPointAtPercentage
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.
Inherited fromAsset.getState
hit
Parameters
Inherited fromAsset.hit
insert
public insertnode: ComponentChildrenindex: number = 0: Rive
Insert the given node(s) at the specified index in the children list.
Examples
Parameters
node: ComponentChildren
A node or an array of nodes to insert.
index: number = 0
An index at which to insert the node(s).
Asset.insert
instantiate
Create an instance of this node's class.
Parameters
Inherited fromAsset.instantiate
isLayoutRoot
public isLayoutRoot(): boolean
Asset.isLayoutRoot
layoutEnabled
public layoutEnabled(): boolean
Get the resolved layout mode of this node.
When the mode is null
, its value will be inherited from the parent.
Use layout
to get the raw mode set for this node (without
inheritance).
Asset.layoutEnabled
localToParent
public localToParent(): DOMMatrix
Asset.localToParent
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
Inherited fromAsset.localToWorld
lockSize
public lockSize(): void
Asset.lockSize
move
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.
Asset.move
moveAbove
public moveAbovenode: NodedirectlyAbove: boolean = false: Rive
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.
Asset.moveAbove
moveBelow
public moveBelownode: NodedirectlyBelow: boolean = false: Rive
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.
Asset.moveBelow
moveDown
public moveDown(): Rive
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.
Inherited fromAsset.moveDown
moveOffset
Update the offset of this node and adjust the position to keep it in the same place.
Parameters
Inherited fromAsset.moveOffset
moveTo
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.
Asset.moveTo
moveToBottom
public moveToBottom(): Rive
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.
Inherited fromAsset.moveToBottom
moveToTop
public moveToTop(): Rive
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.
Inherited fromAsset.moveToTop
moveUp
public moveUp(): Rive
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.
Inherited fromAsset.moveUp
offsetArcLength
public offsetArcLength(): number
The offset arc length of this curve.
This is the length of the curve that accounts for
the offsets
.
Asset.offsetArcLength
parentAs
Get the parent cast to the specified type.
Type Parameters
Inherited fromAsset.parentAs
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.
Asset.peekChildren
percentageToDistance
public percentageToDistancevalue: number: number
Convert a percentage along the curve to a distance.
The returned distance is given in relation to the full curve, not
accounting for startOffset
and endOffset
.
Parameters
value: number
The percentage along the curve.
Asset.percentageToDistance
profile
public profile(): CurveProfile
Asset.profile
reactiveClone
public reactiveClonecustomProps: NodeState = {}: Rive
Create a reactive copy of this node.
A reactive copy has all its properties dynamically updated to match the source node.
Parameters
customProps: NodeState = {}
Properties to override.
Asset.reactiveClone
releaseSize
public releaseSize(): void
Asset.releaseSize
remove
public remove(): Rive
Remove this node from the tree.
Inherited fromAsset.remove
removeChildren
public removeChildren(): void
Remove all children of this node.
Inherited fromAsset.removeChildren
render
public rendercontext: CanvasRenderingContext2D: Promisevoid
Render this node onto the given canvas.
Parameters
context: CanvasRenderingContext2D
The context to draw with.
Asset.render
reparent
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
Inherited fromAsset.reparent
restore
public restore(): void
public restoreduration: numbertiming?: TimingFunction: ThreadGenerator
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
Inherited fromAsset.restore
ripple
public rippleduration: number = 1: GeneratorvoidThreadGeneratorPromiseanyPromisableanyvoidany
Parameters
duration: number = 1
Asset.ripple
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.
Asset.save
snapshotClone
public snapshotClonecustomProps: NodeState = {}: Rive
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
customProps: NodeState = {}
Properties to override.
Asset.snapshotClone
toPromise
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.
Inherited fromAsset.toPromise
view
public view(): View2D
Asset.view
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
Inherited fromAsset.worldToLocal
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.
Inherited fromAsset.worldToParent