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Knot

class Knot extends Node

A node representing a knot of a Spline.

Constructors

constructor

public override new Knotprops: KnotProps: Knot

Parameters

Overwrites Node.constructor

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.

Inherited from Node.absolutePosition

absoluteRotation

readonly public absoluteRotation: SimpleSignalnumberKnot

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 from Node.absoluteRotation

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.

Inherited from Node.absoluteScale

auto

readonly public auto: KnotAutoSignalKnot

How much to blend between the user-provided handles and the auto-calculated handles.

This property has no effect if no explicit handles are provided for the knot.

Default Value: 0

cache

readonly public cache: SimpleSignalbooleanKnot
Inherited from Node.cache

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.

Inherited from Node.cachePadding

children

Inherited from Node.children

composite

readonly public composite: SimpleSignalbooleanKnot
Inherited from Node.composite

compositeOperation

readonly public compositeOperation: SimpleSignalGlobalCompositeOperationKnot
Inherited from Node.compositeOperation

creationStack

readonly public creationStack?: string
Inherited from Node.creationStack

endHandle

readonly public endHandle: Vector2SignalKnot

The position of the knot's end handle. The position is provided relative to the knot's position.

By default, the position of the end handle will be the mirrored position of the startHandle.

If neither an end handle nor a start handle is provided, the positions of the handles gets calculated automatically to create smooth curve through the knot. The smoothness of the resulting curve can be controlled via the smoothness property.

It is also possible to blend between a user-defined position and the auto-calculated position by using the auto property.

Default Value: Mirrored position of the startHandle.

filters

readonly public filters: FiltersSignalKnot
Inherited from Node.filters

isClass

public isClass: boolean
Inherited from Node.isClass

key

readonly public key: string
Inherited from Node.key

opacity

readonly public opacity: SimpleSignalnumberKnot

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

The value is clamped to the range 0-1.

Inherited from Node.opacity

parent

readonly public parent: SimpleSignalnullNodevoid = ...
Inherited from Node.parent

position

readonly public position: Vector2SignalKnot

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

Examples

Inherited from Node.position

properties

readonly public properties: RecordstringPropertyMetadataany = ...
Inherited from Node.properties

rotation

readonly public rotation: SimpleSignalnumberKnot

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

Inherited from Node.rotation

scale

readonly public scale: Vector2SignalKnot

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

Examples

Inherited from Node.scale

shaders

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

shadowBlur

readonly public shadowBlur: SimpleSignalnumberKnot
Inherited from Node.shadowBlur

shadowColor

readonly public shadowColor: ColorSignalKnot
Inherited from Node.shadowColor

shadowOffset

Inherited from Node.shadowOffset

skew

readonly public skew: Vector2SignalKnot

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

Examples

Inherited from Node.skew

startHandle

The position of the knot's start handle. The position is provided relative to the knot's position.

By default, the position of the start handle will be the mirrored position of the endHandle.

If neither an end handle nor a start handle is provided, the positions of the handles gets calculated automatically to create smooth curve through the knot. The smoothness of the resulting curve can be controlled via the smoothness property.

It is also possible to blend between a user-defined position and the auto-calculated position by using the auto property.

Default Value: Mirrored position of the endHandle.

zIndex

readonly public zIndex: SimpleSignalnumberKnot
Inherited from Node.zIndex

Accessors

endHandleAuto

public get endHandleAuto(): SignalnumbernumberthisSignalContextnumbernumberthis

startHandleAuto

public get startHandleAuto(): SignalnumbernumberthisSignalContextnumbernumberthis

x

public get x(): SimpleSignalnumberthis
Inherited from Node.x

y

public get y(): SimpleSignalnumberthis
Inherited from Node.y

Methods

[iterator]

public [iterator](): Generatorkey: stringmeta: PropertyMetadataanysignal: SimpleSignalanyvoidvoidunknown
Inherited from Node.[iterator]

absoluteOpacity

public absoluteOpacity(): number
Inherited from Node.absoluteOpacity

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

Inherited from Node.add

applyState

public applyStatestate: NodeState: void

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

Parameters

Inherited from Node.applyState

cacheBBox

public cacheBBox(): BBox

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

Inherited from Node.cacheBBox

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.

Inherited from Node.childAs

childrenAs

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

Get the children array cast to the specified type.

Type Parameters

Inherited from Node.childrenAs

clone

public clonecustomProps: NodeState = {}: Knot

Create a copy of this node.

Parameters

Inherited from Node.clone

compositeToLocal

public compositeToLocal(): DOMMatrix
Inherited from Node.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 from Node.compositeToWorld

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.

Inherited from Node.dispose

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

Inherited from Node.drawOverlay

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.

Inherited from Node.findAll

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

Inherited from Node.findAncestor

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

Inherited from Node.findFirst

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

Inherited from Node.findLast

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 from Node.getState

hit

public hitposition: Vector2: nullNode

Try to find a node intersecting the given position.

Parameters

Inherited from Node.hit

insert

public insertnode: ComponentChildrenindex: number = 0: Knot

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

Examples

Parameters

Inherited from Node.insert

instantiate

public instantiateprops: NodeProps = {}: Knot

Create an instance of this node's class.

Parameters

Inherited from Node.instantiate

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.

Inherited from Node.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 from Node.localToWorld

move

public moveby: number = 1: Knot

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.

Inherited from Node.move

moveAbove

public moveAbovenode: NodedirectlyAbove: boolean = false: Knot

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.

Inherited from Node.moveAbove

moveBelow

public moveBelownode: NodedirectlyBelow: boolean = false: Knot

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.

Inherited from Node.moveBelow

moveDown

public moveDown(): Knot

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 from Node.moveDown

moveTo

public moveToindex: number: Knot

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.

Inherited from Node.moveTo

moveToBottom

public moveToBottom(): Knot

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 from Node.moveToBottom

moveToTop

public moveToTop(): Knot

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 from Node.moveToTop

moveUp

public moveUp(): Knot

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 from Node.moveUp

parentAs

public parentAsT extends NodeT = Node(): nullT

Get the parent cast to the specified type.

Type Parameters

Inherited from Node.parentAs

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.

Inherited from Node.parentToWorld

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.

Inherited from Node.peekChildren

points

public points(): KnotInfo

reactiveClone

public reactiveClonecustomProps: NodeState = {}: Knot

Create a reactive copy of this node.

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

Parameters

Inherited from Node.reactiveClone

remove

public remove(): Knot

Remove this node from the tree.

Inherited from Node.remove

removeChildren

public removeChildren(): Knot

Remove all children of this node.

Inherited from Node.removeChildren

render

public rendercontext: CanvasRenderingContext2D: void

Render this node onto the given canvas.

Parameters

Inherited from Node.render

reparent

public reparentnewParent: Node: Knot

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 from Node.reparent

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

Inherited from Node.restore

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.

Inherited from Node.save

snapshotClone

public snapshotClonecustomProps: NodeState = {}: Knot

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

Inherited from Node.snapshotClone

toPromise

public toPromise(): PromiseKnot

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 from Node.toPromise

view

public view(): View2D
Inherited from Node.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 from Node.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 from Node.worldToParent