Positioning
Motion Canvas uses a Cartesian coordinate system. Its origin is located in the center of the scene, with the x-axis going to the right and the y-axis going down.
Transform
All nodes are positioned relative to their parents. This means that any transformations applied to the parent are also applied to its children. The transform of each node consists of the following properties:
Node.position
readonly public position: Vector2SignalNodeVector2SignalContextNode
Represents the position of this node in local space of its parent.
Examples
Node.scale
readonly public scale: Vector2SignalNodeVector2SignalContextNode
Represents the scale of this node in local space of its parent.
Examples
Node.rotation
readonly public rotation: SimpleSignalnumberNode
Represents the rotation (in degrees) of this node relative to its parent.
Absolute transform
Each of the basic transform properties has a dedicated helper method that operates in world space.
This can be helpful, for instance, when we need to match the transforms of two nodes located within different parents. Consider the following example:
const circleA = createRef<Node>();
const circleB = createRef<Node>();
view.add(
<>
<Node position={[200, 100]}>
<Circle
position={[0, 100]}
ref={circleA}
width={20}
height={20}
fill={'white'}
/>
</Node>
<Circle ref={circleB} width={10} height={10} fill={'red'} />
</>,
);
circleB().absolutePosition(circleA().absolutePosition());
We access the absolute position (position in world space) of circleA
and
assign it as the absolute position of circleB
. This will move the circleB
right on top of circleA
.
Note that we still need to set the absolutePosition
of circleB
and not just
the position
. It may seem redundant since circleB
is a direct child of the
scene view. But the local space of the scene view is not the same as the
world space.
All available world-space properties are listed below:
Node.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.
Node.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.
Node.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.
Matrices
For more advanced uses, nodes expose all the matrices necessary to map vectors
from one space to another. For example, the helper properties described above
could be reimplemented using the worldToParent
and localToWorld
matrices:
// getting the absolute position:
node.absolutePosition();
// same as:
Vector2.zero.transformAsPoint(node.localToWorld());
// setting the absolute position:
node.absolutePosition(vector);
// same as:
node.position(vector.transformAsPoint(node.worldToParent()));
The available matrices include:
Node.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
Node.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
Node.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.
Node.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.
Node.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.