Class: NodeSocket

NodeSocket(node, direction, category, name)

new NodeSocket(node, direction, category, name)

Represents a node hook point. Is attached to the node element and represented visually. Can be used as a node input, output or as a bidirectional connection.
Parameters:
Name Type Description
node Node Node of this hook.
direction number Direction of the hook.
category string Data category of the node socket.
name string Name of the node socket.
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Extends

Members

(static, constant) INPUT :number

Input hook can only be connected to an output. Is used to read data from the output.
Type:
  • number
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(static, constant) OUTPUT :number

Output hook can only be connected to an input. Writes data to the output.
Type:
  • number
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beingDragged :boolean

Flag to indicate if the object is currently being dragged.
Type:
  • boolean
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category :string

Category of data available from this socket. Only sockets of the same category can be connected. Should directly store the data type name (e.g. "string", "number", "Object", etc).
Type:
  • string
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children :Array.<Object2D>

List of children objects attached to the object.
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connectors :Array.<NodeConnector>

Node connector used to connect this socket to another node socket. Can be used to access the adjacent node. If the socket allows for multiple connections this array can have multiple elements.
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creatingConnection :boolean

Indicates if the user is currently creating a new connection from this node socket.
Type:
  • boolean
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direction :number

Direction of the node hook, indicates the data flow of the socket. Can be INPUT or OUTPUT.
Type:
  • number
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draggable :boolean

Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object. The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position.
Type:
  • boolean
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draw

Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas. Should be implemented by underlying classes.
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fillStyle :Style

Background color of the circle. If set null it is ignored.
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globalMatrix :Matrix

Global transformation matrix multiplied by the parent matrix. Used to transform the object before projecting into screen coordinates.
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ignoreViewport :boolean

Flag to indicate whether this object ignores the viewport transformation.
Type:
  • boolean
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inverseGlobalMatrix :Matrix

Inverse of the global (world) transform matrix. Used to convert pointer input points (viewport space) into object coordinates.
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layer :number

Layer of this object, objects are sorted by layer value. Lower layer value is draw first, higher layer value is drawn on top.
Type:
  • number
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level :number

Depth level in the object tree, objects with higher depth are drawn on top. The layer value is considered first.
Type:
  • number
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lineWidth :number

Line width, only used if a valid strokeStyle is defined.
Type:
  • number
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masks :Array.<Mask>

Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering. Multiple masks can be used simultaneously. Same mask might be reused for multiple objects.
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matrix :Matrix

Local transformation matrix applied to the object.
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matrixAutoUpdate :boolean

Indicates if the transform matrix should be automatically updated every frame. Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed.
Type:
  • boolean
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matrixNeedsUpdate :boolean

Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation. The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false.
Type:
  • boolean
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multiple :boolean

Allow to connect a OUTPUT node to multiple INPUT sockets. A INPUT socket can only take one connection, this value is ignored for INPUT sockets.
Type:
  • boolean
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name :string

Name of the socket presented to the user.
Type:
  • string
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node :Node

Node where this socket is attached to. Should be used to get data from node GUI and from other sockets.
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onAdd

Method called when the object its added to a parent.
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onButtonDown

Callback method called when the pointer button is pressed down (single time).
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onButtonPressed

Method called while the pointer button is pressed.
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onButtonUp

Method called when the pointer button is released (single time).
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onDoubleClick

Method called while the pointer button is double clicked.
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onPointerDragEnd

Callback method called when the pointer drag ends after the button has been released.
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onPointerDragStart

Callback method called when the pointer drag start after the button was pressed
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onPointerEnter

Callback method called when the pointer enters the object. It is not called while the pointer is inside of the object, just on the first time that the pointer enters the object for that use onPointerOver()
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onPointerLeave

Method called when the was inside of the object and leaves the object.
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onPointerOver

Method while the pointer is over (inside) of the object.
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onRemove

Method called when the object gets removed from its parent
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onUpdate

Callback method called every time before the object is draw into the canvas. Should be used to run object logic, any preparation code, move the object, etc. This method is called for every object before rendering.
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origin :Vector2

Origin of the object used as point of rotation.
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parent :Object2D

Parent object, the object position is affected by its parent position.
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pointerEvents :boolean

Indicates if this object uses pointer events. Can be set false to skip the pointer interaction events, better performance if pointer events are not required.
Type:
  • boolean
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pointerInside :boolean

Flag indicating if the pointer is inside of the element. Used to control object event.
Type:
  • boolean
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position :Vector2

Position of the object. The world position of the object is affected by its parent transform.
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radius :number

Radius of the circle.
Type:
  • number
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restoreContextState :boolean

Flag to indicate if the context of canvas should be restored after render.
Type:
  • boolean
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rotation :number

Rotation of the object relative to its center. The world rotation of the object is affected by the parent transform.
Type:
  • number
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saveContextState :boolean

Flag to indicate if the context of canvas should be saved before render.
Type:
  • boolean
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scale :Vector2

Scale of the object. The world scale of the object is affected by the parent transform.
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serializable :boolean

Indicates if the object should be serialized or not as a child of another object. Used to prevent duplicate serialization data on custom objects. Should be set false for objects added on constructor.
Type:
  • boolean
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strokeStyle :Style

Style of the object border line. If set null it is ignored.
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style

Style is called right before draw() it should not draw any content into the canvas, all context styling should be applied here (colors, fonts, etc). The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently. Should be implemented by underlying classes.
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text :Text

Text object used to present the name of the socket. Depending on the socket direction the text is aligned to the left or to the right.
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type :string

Type of the object, used for data serialization and/or checking the object type. The name used should match the object constructor name. But it is not required. If this type is from an external library you can add the library name to the object type name to prevent collisions.
Type:
  • string
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uuid :string

UUID of the object.
Type:
  • string
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visible :boolean

Indicates if the object is visible.
Type:
  • boolean
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Methods

add(object)

Attach a children to this object. The object is set as children of this object and the transformations applied to this object are traversed to its children.
Parameters:
Name Type Description
object Object2D Object to attach to this object.
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attachConnector(connector)

Attach a node connector to this socket. Sets the correct input/output attributes on the socket and the connector. Automatically adds the connector to the same parent and the node socket if no parent defined for the connector.
Parameters:
Name Type Description
connector NodeConnector Connector to be attached to this socket.
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canAddConnector() → {boolean}

Check if this node socket can have a new connector attached to it. Otherwise it might be necessary to destroy old connectors before adding a new connector.
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Returns:
True if its possible to add a new connector to the socket, false otherwise.
Type
boolean

canConnect(socket) → {boolean}

Check if this socket can be connected with another socket, they have to be compatible and have space for a new connector.
Parameters:
Name Type Description
socket NodeSocket Socket to verify connectivity with.
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Returns:
Returns true if the two sockets can be connected.
Type
boolean

connectTo(socket) → {NodeConnector}

Connect this node socket to another socket. Sockets have to be compatible otherwise the connection cannot be made and an error will be thrown.
Parameters:
Name Type Description
socket NodeSocket Socket to be connected with this
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Returns:
Node connector created.
Type
NodeConnector

destroy()

Destroy the object, removes it from the parent object.
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destroyConnectors()

Destroy all connectors attached to this socket. Should be called when destroying the object or to clean up the object.
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getChildByUUID(uuid) → {Object2D}

Get a object from its children list by its UUID.
Parameters:
Name Type Description
uuid string UUID of the object to get.
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Returns:
The object that has the UUID specified, null if the object was not found.
Type
Object2D

getValue() → {Object}

Get value stored or calculated in node socket, it should be the calculated from node logic, node inputs, user input, etc. For input nodes the value should be fetched trough the connector object that is connected to an output node elsewhere. By default it the socket is an INPUT it gets the value trough the connector if available. Inputs will recursively propagate the method trough the graph to get their value. If the socket is an OUTPUT or there is no connection the method returns null by default, in this case the method should be extended by implementations of this class to process data.
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Returns:
Return data calculated from the node.
Type
Object

getWorldPointIntersections(point, list) → {Array.<Object2D>}

Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
Parameters:
Name Type Description
point Vector2 Point in world coordinates.
list Array.<Object2D> List of objects intersected passed to children objects recursively.
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Returns:
List of object intersected by this point.
Type
Array.<Object2D>

isCompatible(socket) → {boolean}

Check if this socket is compatible (type and direction) with another socket. For two sockets to be compatible the data flow should be correct (one input and a output) and they should carry the same data type.
Parameters:
Name Type Description
socket NodeSocket Socket to verify compatibility with.
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Returns:
Returns true if the two sockets are compatible.
Type
boolean

isInside(point) → {boolean}

Check if a point is inside of the object. Used by the renderer check for pointer collision (required for the object to properly process pointer events). Point should be in local object coordinates. To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
Parameters:
Name Type Description
point Vector2 Point in local object coordinates.
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Returns:
True if the point is inside of the object.
Type
boolean

isWorldPointInside(point, recursive) → {boolean}

Check if a point in world coordinates intersects this object or some of its children.
Parameters:
Name Type Description
point Vector2 Point in world coordinates.
recursive boolean If set to true it will also check intersections with the object children.
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Returns:
Returns true if the point in inside of the object.
Type
boolean

onPointerDrag(pointer, viewport, delta, positionWorld)

Callback method while the object is being dragged across the screen. By default is adds the delta value to the object position (making it follow the mouse movement). Delta is the movement of the pointer already translated into local object coordinates. To detect when the object drag stops the onPointerDragEnd() method can be used.
Parameters:
Name Type Description
pointer Pointer Pointer object that receives the user input.
viewport Viewport Viewport where the object is drawn.
delta Vector2 Pointer movement diff in world space since the last frame.
positionWorld Vector2 Position of the dragging pointer in world coordinates.
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parse(data, root)

Parse serialized object data and fill the object attributes. Implementations of this method should only load the attributes added to the structure, the based method already loads common attributes. Dont forget to register object types using the Object2D.register() method.
Parameters:
Name Type Description
data Object Object data loaded from JSON.
root Object2D Root object being loaded can be used to get references to other objects.
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remove(children)

Remove object from the children list. Resets the parent of the object to null and resets its level.
Parameters:
Name Type Description
children Object2D Object to be removed.
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removeConnector()

Destroy a connector attached to this socket, calls the destroy() method of the connection.
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serialize(recursive) → {Object}

Serialize the object data into a JSON object. That can be written into a file, sent using HTTP request etc. All required attributes to recreate the object in its current state should be stored. Relations between children should be stored by their UUID only. Data has to be parsed back into a usable object.
Parameters:
Name Type Description
recursive boolean If set false the children list is not serialized, otherwise all children are serialized.
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Returns:
Serialized object data.
Type
Object

transform(context, viewport, canvas, renderer)

Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context. This is called before style() and draw(). It can also be used for some pre-rendering logic.
Parameters:
Name Type Description
context CanvasRenderingContext2D Canvas 2d drawing context.
viewport Viewport Viewport applied to the canvas.
canvas Element DOM canvas element where the content is being drawn.
renderer Renderer Renderer object being used to draw the object into the canvas.
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traverse(callback)

Traverse the object tree and run a function for all objects.
Parameters:
Name Type Description
callback function Callback function that receives the object as parameter.
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updateMatrix(context)

Update the transformation matrix of the object.
Parameters:
Name Type Description
context CanvasRenderingContext2D Canvas 2d drawing context.
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