A Node is a basic building block of the Renderer scene graph. It can be a
container for other Nodes, or it can be a leaf Node that renders a solid
color, gradient, image, or specific texture, using a specific shader.
CoreNode is the name of the class for a Renderer Node and is only directly
used internally by the Renderer. INode describes the public API of a
Renderer Node including the ability to be tied to a specific Shader.
Users of the Renderer API, should generally interact with INode objects
instead of CoreNode objects.
This function calculates the clipping rectangle for a node.
The function then checks if the node is rotated. If the node requires clipping and is not rotated, a new clipping rectangle is created based on the node's global transform and dimensions.
If a parent clipping rectangle exists, it is intersected with the node's clipping rectangle (if it exists), or replaces the node's clipping rectangle.
Finally, the node's parentClippingRect and clippingRect properties are updated.
Parameters
parentClippingRect: RectWithValid
Returns void
calculateRenderCoords
calculateRenderCoords(): void
Returns void
calculateZIndex
calculateZIndex(): void
Returns void
checkBasicRenderability
checkBasicRenderability(): boolean
Checks if the node is renderable based on world alpha, dimensions and out of bounds status.
A visual Node in the Renderer scene graph.
Remarks
A Node is a basic building block of the Renderer scene graph. It can be a container for other Nodes, or it can be a leaf Node that renders a solid color, gradient, image, or specific texture, using a specific shader.
For text rendering Nodes, see ITextNode.
INode vs CoreNode
CoreNode is the name of the class for a Renderer Node and is only directly used internally by the Renderer. INode describes the public API of a Renderer Node including the ability to be tied to a specific Shader.
Users of the Renderer API, should generally interact with INode objects instead of CoreNode objects.