Node
class Node implements PromisableNode
Extended by
Constructors​
constructor​
Parameters
Properties​
absolutePosition​
readonly public absolutePosition: SimpleVector2SignalNode
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​
readonly public absoluteScale: SimpleVector2SignalNode
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​
readonly public cachePadding: SpacingSignalNode
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​
readonly public children: SignalComponentChildrenNode[]NodeSignalContextComponentChildrenNode[]Node
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: Vector2SignalNodeVector2SignalContextNode
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: Vector2SignalNodeVector2SignalContextNode
Represents the scale of this node in local space of its parent.
Examples
shaders​
readonly public shaders: SignalPossibleShaderConfigShaderConfig[]NodeSignalContextPossibleShaderConfigShaderConfig[]Node
shadowBlur​
readonly public shadowBlur: SimpleSignalnumberNode
shadowColor​
readonly public shadowColor: ColorSignalNode
shadowOffset​
readonly public shadowOffset: Vector2SignalNodeVector2SignalContextNode
skew​
readonly public skew: Vector2SignalNodeVector2SignalContextNode
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​
public addnode: ComponentChildren: Node
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: ComponentChildrenA node or an array of nodes to append.
applyState​
public applyStatestate: NodeStateduration: numbertiming?: TimingFunction: ThreadGenerator
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​
Get the nth children cast to the specified type.
Type Parameters
Parameters
index: numberThe index of the child to retrieve.
childrenAs​
Get the children array cast to the specified type.
Type Parameters
clone​
public clonecustomProps: NodeState = {}: Node
Create a copy of this node.
Parameters
customProps: NodeState = {}Properties to override.
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​
public drawOverlaycontext: CanvasRenderingContext2Dmatrix: DOMMatrix: void
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
context: CanvasRenderingContext2DThe context to draw with.
matrix: DOMMatrixA local-to-screen matrix.
findAll​
Find all descendants of this node that match the given predicate.
Type Parameters
Parameters
findAncestor​
Find the closest ancestor of this node that matches the given predicate.
Type Parameters
Parameters
findFirst​
Find the first descendant of this node that matches the given predicate.
Type Parameters
Parameters
findLast​
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​
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
node: ComponentChildrenA node or an array of nodes to insert.
index: number = 0An index at which to insert the node(s).
instantiate​
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​
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 = 1Number 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: NodeThe sibling node below which to move.
directlyAbove: boolean = falseWhether 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: NodeThe sibling node below which to move.
directlyBelow: boolean = falseWhether 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​
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: numberThe 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​
Get the parent cast to the specified type.
Type Parameters
parentToWorld​
public parentToWorld(): DOMMatrix
Get the parent-to-world matrix for this node.
This matrix transforms vectors from local space of this node's parent to world space.
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
customProps: NodeState = {}Properties to override.
remove​
public remove(): Node
Remove this node from the tree.
removeChildren​
public removeChildren(): Node
Remove all children of this node.
render​
public rendercontext: CanvasRenderingContext2D: void
Render this node onto the given canvas.
Parameters
context: CanvasRenderingContext2DThe context to draw with.
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
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
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
customProps: NodeState = {}Properties to override.
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.
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.