Camera
class Camera extends Node
A node representing an orthographic camera.
import ...
export default makeScene2D(function* (view) {
  const camera = createRef<Camera>();
  const rect = createRef<Rect>();
  const circle = createRef<Circle>();
  view.add(
    <>
      <Camera ref={camera}>
        <Rect
          ref={rect}
          fill={'lightseagreen'}
          size={100}
          position={[100, -50]}
        />
        <Circle
          ref={circle}
          fill={'hotpink'}
          size={120}
          position={[-100, 50]}
        />
      </Camera>
    </>,
  );
  yield* all(
    camera().centerOn(rect(), 3),
    camera().rotation(180, 3),
    camera().zoom(1.8, 3),
  );
  yield* camera().centerOn(circle(), 2);
  yield* camera().reset(1);
});
Constructors
constructor
public override new Camera{...}: CameraProps: Camera
Parameters
OverwritesNode.constructorProperties
absolutePosition
readonly public absolutePosition: SimpleVector2SignalCamera
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.absolutePositionabsoluteRotation
readonly public absoluteRotation: SimpleSignalnumberCamera
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 fromNode.absoluteRotationabsoluteScale
readonly public absoluteScale: SimpleVector2SignalCamera
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.absoluteScalecache
readonly public cache: SimpleSignalbooleanCamera
Node.cachecachePadding
readonly public cachePadding: SpacingSignalCamera
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.
Node.cachePaddingchildren
readonly public children: SignalComponentChildrenNode[]CameraSignalContextComponentChildrenNode[]Camera
Node.childrencomposite
readonly public composite: SimpleSignalbooleanCamera
Node.compositecompositeOperation
readonly public compositeOperation: SimpleSignalGlobalCompositeOperationCamera
Node.compositeOperationcreationStack
readonly public creationStack?: string
Node.creationStackfilters
readonly public filters: FiltersSignalCamera
Node.filtersisClass
public isClass: boolean
Node.isClasskey
readonly public key: string
Node.keyopacity
readonly public opacity: SimpleSignalnumberCamera
Represents the opacity of this node in the range 0-1.
The value is clamped to the range 0-1.
Inherited fromNode.opacityparent
readonly public parent: SimpleSignalnullNodevoid = ...
Node.parentposition
readonly public position: Vector2SignalCameraVector2SignalContextCamera
Represents the position of this node in local space of its parent.
Examples
Inherited fromNode.positionproperties
readonly public properties: RecordstringPropertyMetadataany = ...
Node.propertiesrotation
readonly public rotation: SimpleSignalnumberCamera
Represents the rotation (in degrees) of this node relative to its parent.
Inherited fromNode.rotationscale
readonly public scale: Vector2SignalCameraVector2SignalContextCamera
Represents the scale of this node in local space of its parent.
Examples
Inherited fromNode.scalescene
readonly public scene: SimpleSignalNodeCamera
The scene node that the camera is rendering.
shaders
readonly public shaders: SignalPossibleShaderConfigShaderConfig[]CameraSignalContextPossibleShaderConfigShaderConfig[]Camera
Node.shadersshadowBlur
readonly public shadowBlur: SimpleSignalnumberCamera
Node.shadowBlurshadowColor
readonly public shadowColor: ColorSignalCamera
Node.shadowColorshadowOffset
readonly public shadowOffset: Vector2SignalCameraVector2SignalContextCamera
Node.shadowOffsetskew
readonly public skew: Vector2SignalCameraVector2SignalContextCamera
Represents the skew of this node in local space of its parent.
Examples
Inherited fromNode.skewzIndex
readonly public zIndex: SimpleSignalnumberCamera
Node.zIndexzoom
readonly public zoom: SimpleSignalnumberCamera
The zoom level of the camera.
Default Value:1Accessors
x
public get x(): SimpleSignalnumberthis
Node.xy
public get y(): SimpleSignalnumberthis
Node.yMethods
[iterator]
public [iterator](): Generatorkey: stringmeta: PropertyMetadataanysignal: SimpleSignalanyvoidvoidunknown
Node.[iterator]absoluteOpacity
public absoluteOpacity(): number
Node.absoluteOpacityadd
public addnode: ComponentChildren: Camera
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.
Node.addapplyState
public applyStatestate: NodeStateduration: numbertiming?: TimingFunction: ThreadGenerator
Apply the given state to the node, setting all matching signal values to the provided values.
Parameters
Inherited fromNode.applyStatecacheBBox
public cacheBBox(): BBox
Get a bounding box for the contents rendered by this node as well as its children.
Inherited fromNode.cacheBBoxcenterOn
public centerOnposition: PossibleVector2numberduration: numbertimingFunction?: TimingFunctioninterpolationFunction?: InterpolationFunctionVector2any[]: ThreadGenerator
public centerOnnode: Nodeduration: numbertimingFunction?: TimingFunctioninterpolationFunction?: InterpolationFunctionVector2any[]: ThreadGenerator
Centers the camera on the specified position without changing the zoom level.
Parameters
position: PossibleVector2numberThe position to center the camera on.
duration: numberThe duration of the tween.
timingFunction?: TimingFunctionThe timing function to use for the tween.
interpolationFunction?: InterpolationFunctionVector2any[]The interpolation function to use for the tween.
childAs
Get the nth children cast to the specified type.
Type Parameters
Parameters
index: numberThe index of the child to retrieve.
Node.childAschildrenAs
Get the children array cast to the specified type.
Type Parameters
Inherited fromNode.childrenAsclone
public clonecustomProps: NodeState = {}: Camera
Create a copy of this node.
Parameters
customProps: NodeState = {}Properties to override.
Node.clonecompositeToLocal
public compositeToLocal(): DOMMatrix
Node.compositeToLocalcompositeToWorld
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 fromNode.compositeToWorlddispose
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 fromNode.disposedrawOverlay
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.
Node.drawOverlayfindAll
Find all descendants of this node that match the given predicate.
Type Parameters
Parameters
Inherited fromNode.findAllfindAncestor
Find the closest ancestor of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromNode.findAncestorfindFirst
Find the first descendant of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromNode.findFirstfindLast
Find the last descendant of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromNode.findLastfollowCurve
public followCurvecurve: Curveduration: numbertiming: TimingFunction = easeInOutCubic: ThreadGenerator
Makes the camera follow a path specified by the provided curve.
This will not change the orientation of the camera. To make the camera
orient itself along the curve, use followCurveWithRotation or
followCurveWithRotationReverse.
If you want to follow the curve in reverse, use followCurveReverse.
Parameters
curve: CurveThe curve to follow.
duration: numberThe duration of the tween.
timing: TimingFunction = easeInOutCubicThe timing function to use for the tween.
followCurveReverse
public followCurveReversecurve: Curveduration: numbertiming: TimingFunction = easeInOutCubic: GeneratorvoidThreadGeneratorPromiseanyPromisableanyvoidany
Makes the camera follow a path specified by the provided curve in reverse.
This will not change the orientation of the camera. To make the camera
orient itself along the curve, use followCurveWithRotation or
followCurveWithRotationReverse.
If you want to follow the curve forward, use followCurve.
Parameters
curve: CurveThe curve to follow.
duration: numberThe duration of the tween.
timing: TimingFunction = easeInOutCubicThe timing function to use for the tween.
followCurveWithRotation
public followCurveWithRotationcurve: Curveduration: numbertiming: TimingFunction = easeInOutCubic: GeneratorvoidThreadGeneratorPromiseanyPromisableanyvoidany
Makes the camera follow a path specified by the provided curve while pointing the camera the direction of the tangent.
To make the camera follow the curve without changing its orientation, use
followCurve or followCurveReverse.
If you want to follow the curve in reverse, use
followCurveWithRotationReverse.
Parameters
curve: CurveThe curve to follow.
duration: numberThe duration of the tween.
timing: TimingFunction = easeInOutCubicThe timing function to use for the tween.
followCurveWithRotationReverse
public followCurveWithRotationReversecurve: Curveduration: numbertiming: TimingFunction = easeInOutCubic: GeneratorvoidThreadGeneratorPromiseanyPromisableanyvoidany
Makes the camera follow a path specified by the provided curve in reverse while pointing the camera the direction of the tangent.
To make the camera follow the curve without changing its orientation, use
followCurve or followCurveReverse.
If you want to follow the curve forward, use
followCurveWithRotation.
Parameters
curve: CurveThe curve to follow.
duration: numberThe duration of the tween.
timing: TimingFunction = easeInOutCubicThe timing function to use for the tween.
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 fromNode.getStatehit
Try to find a node intersecting the given position.
Parameters
OverwritesNode.hitinsert
public insertnode: ComponentChildrenindex: number = 0: Camera
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).
Node.insertinstantiate
Create an instance of this node's class.
Parameters
Inherited fromNode.instantiatelocalToParent
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 fromNode.localToParentlocalToWorld
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 fromNode.localToWorldmove
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.
Node.movemoveAbove
public moveAbovenode: NodedirectlyAbove: boolean = false: Camera
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.
Node.moveAbovemoveBelow
public moveBelownode: NodedirectlyBelow: boolean = false: Camera
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.
Node.moveBelowmoveDown
public moveDown(): Camera
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 fromNode.moveDownmoveTo
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.
Node.moveTomoveToBottom
public moveToBottom(): Camera
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 fromNode.moveToBottommoveToTop
public moveToTop(): Camera
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 fromNode.moveToTopmoveUp
public moveUp(): Camera
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 fromNode.moveUpparentAs
Get the parent cast to the specified type.
Type Parameters
Inherited fromNode.parentAsparentToWorld
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 fromNode.parentToWorldpeekChildren
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.
Node.peekChildrenreactiveClone
public reactiveClonecustomProps: NodeState = {}: Camera
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.
Node.reactiveCloneremove
public remove(): Camera
Remove this node from the tree.
Inherited fromNode.removeremoveChildren
public removeChildren(): Camera
Remove all children of this node.
Inherited fromNode.removeChildrenrender
public rendercontext: CanvasRenderingContext2D: void
Render this node onto the given canvas.
Parameters
context: CanvasRenderingContext2DThe context to draw with.
Node.renderreparent
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 fromNode.reparentreset
public resetduration: numbertimingFunction: TimingFunction = easeInOutCubic: ThreadGenerator
Resets the camera's position, rotation and zoom level to their original values.
Parameters
duration: numberThe duration of the tween.
timingFunction: TimingFunction = easeInOutCubicThe timing function to use for the tween.
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 fromNode.restoresave
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.
Node.savesnapshotClone
public snapshotClonecustomProps: NodeState = {}: Camera
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.
Node.snapshotClonetoPromise
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 fromNode.toPromiseview
public view(): View2D
Node.viewworldToLocal
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 fromNode.worldToLocalworldToParent
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 fromNode.worldToParent