Signals
Signals represent a value that may change over time. They can be used to define dependencies between the state of the animation. This way, when a value changes, all other values that depend on it get automatically updated.
Overview
Signals for primitive types are created using the
createSignal()
function, where the first
argument specifies their initial value:
import {createSignal} from '@motion-canvas/core';
const signal = createSignal(0);
Additionally, each complex type has a static createSignal()
method that can be
used to create a signal for said type:
import {Vector2} from '@motion-canvas/core';
const signal = Vector2.createSignal(Vector2.up);
Properties of every node are also represented by signals:
const circle = <Circle />;
const signal = circle.fill;
Once created, signals can be invoked to perform one of the three possible actions (The action is chosen based on the number of arguments):
- retrieve the value:
const value = signal();
- update the value:
signal(3);
- create a tween for the value:
yield * signal(2, 0.3);
Instead of the actual value, a signal can be provided with a function that computes the value dynamically. Consider the following example:
const radius = createSignal(1);
const area = createSignal(() => Math.PI * radius() * radius());
console.log(area()); // 3.141592653589793
radius(2);
console.log(area()); // 12.566370614359172
Here, the area
signal uses the radius
signal to compute its value.
Explanation
To better understand how signals work, let's modify the example from before to see when exactly the area is calculated:
const radius = createSignal(1);
const area = createSignal(() => {
console.log('area recalculated!');
return Math.PI * radius() * radius();
});
area(); // area recalculated!
area();
radius(2);
area(); // area recalculated!
radius(3);
radius(4);
area(); // area recalculated!
This demonstrates three important aspects of signals:
Laziness
Signals are only calculated when their value is requested. The first
"area recalculated!"
message is logged to console only after area()
is
called.
Caching
Once the signal is calculated, its value is saved and then returned during
subsequent calls to area()
. That's why nothing is logged to the console during
the second call. This aspect of signals makes them perfect for caching
computationally heavy operations. In fact, Motion Canvas uses signals internally
to cache things such as matrices.
Dependency tracking
The area
signal keeps track of other signals it depends on. When we change the
radius
signal, the area
signal is notified about that. But it doesn't get
recalculated immediately - laziness is still at play. We can modify the radius
however many times we want, but the area
will be recalculated only once its
value is requested again by calling area()
.
DEFAULT
values
Signals keep track of the initial values specified during creation. At any time,
we can reset a signal to its initial value by passing the
DEFAULT
symbol to it:
import {DEFAULT, createSignal} from '@motion-canvas/core';
const signal = createSignal(3); // <- initial value is 3
signal(2);
signal(); // <- value is now 2
signal(DEFAULT);
signal(); // <- value is reset back to 3
We can also use the DEFAULT
symbol for
tweening:
yield * signal(DEFAULT, 2);
Resetting to the default value is especially useful with node properties. In the
example below, we set the lineHeight
of the Txt
node to 150%
. This will override its
default value, which would be simply inherited from its parent:
const text = createRef<Txt>();
view.add(
<Txt lineHeight={'150%'} ref={text}>
Hello world!
</Txt>,
);
If we want to reset the lineHeight
back to the default, inherited value, we can do so with
DEFAULT
:
text().lineHeight(DEFAULT);
Complex example
We can use the fact that properties of nodes are represented by signals to construct scenes that automatically update when the data changes. Following the previous example, let's create a visualisation for the area of the circle:
Below you'll find the code used to create this animation. We highlighted all the places where signals are used:
import {Circle, Line, Txt, makeScene2D} from '@motion-canvas/2d';
import {Vector2, createSignal, waitFor} from '@motion-canvas/core';
export default makeScene2D(function* (view) {
const radius = createSignal(3);
const area = createSignal(() => Math.PI * radius() * radius());
const scale = 100;
const textStyle = {
fontWeight: 700,
fontSize: 56,
offsetY: -1,
padding: 20,
cache: true,
};
view.add(
<>
<Circle
width={() => radius() * scale * 2}
height={() => radius() * scale * 2}
fill={'#e13238'}
/>
<Line
points={[
Vector2.zero,
() => Vector2.right.scale(radius() * scale),
]}
lineDash={[20, 20]}
startArrow
endArrow
endOffset={8}
lineWidth={8}
stroke={'#242424'}
/>
<Txt
text={() => `r = ${radius().toFixed(2)}`}
x={() => (radius() * scale) / 2}
fill={'#242424'}
{...textStyle}
/>
<Txt
text={() => `A = ${area().toFixed(2)}`}
y={() => radius() * scale}
fill={'#e13238'}
{...textStyle}
/>
</>,
);
yield* radius(4, 2).to(3, 2);
yield* waitFor(1);
});
With this setup, all we need to do is animate the radius
signal, and the rest
of the scene will adjust accordingly:
yield * radius(4, 2).to(3, 2);