API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

C

classSunLight

@codexo/exojs-lighting / lighting / stable

Light with a direction and no position: a sun, a moon, a distant floodlight. It reaches everything the camera can see, falls off nowhere, and its shadows are parallel. ```ts scene.addChild(new SunLight({ intensity: 0.8 })).setRotation(-35); ``` It travels along the node's own rotation, like every other light's axis, so turning the sun is rotating it - and a sun parented to the world rotates a whole day with one tween. # Shadows A sun's shadow map is a LINE, not a circle. There is no centre to measure angles from, so instead of an angular bin per direction it has one bin per strip across the light's direction, holding how far along the light the nearest occluder in that strip sits. The strips span the region the registered occluder sources were collected for, which is the visible world. Because the shape has no radius, LightOptions.softness widens the penumbra in strips rather than in degrees - the same knob, a different unit.

37
props
35
methods
14
events
Import
import { SunLight } from '@codexo/exojs-lighting'

Light with a direction and no position: a sun, a moon, a distant floodlight. It reaches everything the camera can see, falls off nowhere, and its shadows are parallel.

```ts scene.addChild(new SunLight({ intensity: 0.8 })).setRotation(-35); ```

It travels along the node's own rotation, like every other light's axis, so turning the sun is rotating it - and a sun parented to the world rotates a whole day with one tween.

# Shadows

A sun's shadow map is a LINE, not a circle. There is no centre to measure angles from, so instead of an angular bin per direction it has one bin per strip across the light's direction, holding how far along the light the nearest occluder in that strip sits. The strips span the region the registered occluder sources were collected for, which is the visible world.

Because the shape has no radius, LightOptions.softness widens the penumbra in strips rather than in degrees - the same knob, a different unit.

Constructors1
Methods35
_collectContent(_builder: RenderPlanBuilder): void
Part of the renderer SDK contract for extension renderers.
blur(): this
Release keyboard focus from this node if it currently holds it.
clearFilters(): this
collect(builder: RenderPlanBuilder, seq?: number): void
Contribute this node to the render plan under construction: skip it when it is destroyed, invisible, or outside the builder's cull rect, otherwise emit it as one plan entry. Custom node types override this to add their own admission rules and must call super.collect(builder, seq) to keep the skip semantics. seq orders the entry within its parent; omit it to append. Part of the renderer SDK contract for extension renderers.
Compute a full CollisionResponse between this shape and target. Returns null in two cases: - the shapes do not overlap, **or** - the specific shape-pair combination does not support response generation (e.g. Line against any shape, Ellipse against Ellipse or Polygon). Use intersectsWith for a universal boolean overlap check that works across all supported shape pairs.
contains(x: number, y: number): boolean
Hit-test the world-space point (x, y) against this node, honouring hitArea: with one set, the point is mapped into local space and tested against the shape; without one, the inherited bounds/oriented-box test applies. A subclass that overrides this with its own geometry test must forward to super.contains while hitArea is set, or the override silently defeats the caller's pick shape.
destroy(): void
Releases everything this node owns, including GPU-side resources. Calling it is mandatory for a node that has acted as a render root: from its first recorded frame such a node owns a group-scoped instance, transform and tint buffer, and the backend holds that bundle until the node is destroyed or the backend itself is. Dropping the last reference is not enough - GPU lifetime is deterministic here on purpose and is not tied to garbage collection. Idempotent: a second call is a no-op.
focus(): this
Request keyboard focus for this node through its owning focus service.
Axis-aligned bounding box of this node in its GLOBAL-transform space. That is world space for ordinary nodes, but GROUP-LOCAL space for nodes inside an engaged RetainedContainer transform group (the group matrix is applied on the GPU, not here) - this is deliberate and matches the rendering convention. For a true world-space extent of such a node, lift this rect by the group's getWorldTransform matrix. Pass out to receive a copy you own. Without it the return value is this node's **cached** rectangle, rebuilt in place whenever the transform or the local extent changes - retaining it across frames hands you a value that silently moves. The cache is why the no-arg form does not allocate: this runs per node per frame for culling and hit-testing.
This node's untransformed extent in its own local coordinate space. Returns the LIVE internal rectangle, not a copy: it is read on hot paths (updateBounds re-reads it on every transform-dirty recompute, i.e. potentially every frame for a moving node), so copying it here would add a per-frame allocation. It is therefore typed as a ReadonlyRectangle - reads are unchanged, writes are rejected at compile time. Writing to it directly would skip the bounds/content invalidation the engine needs, leaving culling, hit-testing and retained render fragments on a stale extent. A custom Drawable that owns its own size sets it through setLocalBounds, which writes and invalidates in one step.
Return the outward-facing edge normals used by the SAT solver. The array should be cached and reused across calls.
getWorldDirection(out: { x: number; y: number }): void
The light's own axis in world space, as a unit vector written into out - the node's world rotation. It is what a cone points along and what a segment runs along, so aiming a light is the same act as rotating whatever carries it. A shape with no direction of its own still has one, and uses it to orient its cookie.
getWorldPosition(out: { x: number; y: number }): void
World-space position, taken from the node's own transform - the reason a light is a node at all. Written into out to keep the per-frame publish allocation-free.
The node's TRUE world-space transform, composed through every transform-group boundary (RetainedContainer) in the ancestor chain. getGlobalTransform deliberately stops at the nearest engaged boundary (descendants resolve group-RELATIVE transforms; the renderer multiplies the group matrix back in on the GPU), so it is the right space for rendering but the wrong one for spatial queries. Use THIS accessor whenever a real world position/orientation is needed - picking, spatial audio, physics, world-space math against nodes outside the group. Without any engaged boundary ancestor it returns the exact getGlobalTransform matrix (same instance, no extra work). With one, it lazily caches groupLocal × groupWorld and revalidates on read via version/stamp compares - including runtime space flips such as RetainedContainer's deep-barrier sub-branch escape.
Test whether this shape overlaps target using a fast boolean algorithm (no penetration depth or normal computed). Prefer this over collidesWith when only the yes/no result is needed.
invalidateCache(): this
invalidateContent(): this
Mark this node's visual content dirty without going through a standard setter - e.g. a custom Drawable subclass backed by externally mutable data (the pattern TileChunkNode in @codexo/exojs-tilemap already uses via its own _chunk.revision compare). Call this after mutating such state so the Track-B retained-plan skip does not serve a stale frame for this node.
move(x: number, y: number): this
render(backend: RenderBackend): this
Raw rendering entry point. Direct backend access - bypasses the RenderPlan pipeline machinery. Prefer the high-level RenderingContext.render path via the owning RenderingContext wherever possible.
rotate(degrees: number): this
setLocalBounds(x: number, y: number, width: number, height: number): this
Write this node's local extent and run the bounds invalidation the change implies - the node's own bounds flag, the ancestor bounds cascade, and the content-dirty stamp that keeps retained fragments from replaying the old extent. This is the only supported way to resize a node from outside getLocalBounds; the rectangle itself is handed out read-only so the invalidation cannot be forgotten. Built-in drawables (Sprite, Text, BitmapText, Mesh, ...) and custom ones alike go through here. Part of the renderer SDK contract for extension renderers.
setOrigin(x: number, y: number): this
setPosition(x: number, y: number): this
setRotation(degrees: number): this
setScale(x: number, y: number): this
setSkew(x: number, y: number): this
updateBounds(): this
updateParentTransform(): this
updateTransform(): this
Properties37
cursor: null | string
draggable: boolean
When true and interactive is also true, this node will be automatically repositioned to follow the pointer during a drag gesture. The framework captures the pointer offset at drag-start so the node doesn't snap to the cursor position. Both interactive and draggable must be set for dragging to work - a draggable but non-interactive node will never receive pointerdown and therefore cannot start a drag.
enabled: boolean
When false, the light is skipped entirely rather than published as black.
focusable: boolean
When true, this node can receive keyboard focus - via focus, Tab traversal, or app.interaction.focus(node) - and is delivered key events through onKeyDown / onKeyUp while focused, or while any of its descendants holds focus (key events bubble up the parent chain like pointer InteractionEvents do). A Widget additionally has to be enabled: disabling one takes it out of the Tab order and rejects programmatic focus, without touching this flag.
height: number
Height above the sprite plane, as a slope. See SunLightOptions.height.
Optional pick shape in this node's LOCAL space, replacing the bounds test contains would otherwise perform. Defaults to null. The world-space point is mapped through the inverse of the node's global transform before the shape is tested, so the region follows the node's position, rotation, scale and skew like the rendered output does - the shape itself is never re-transformed and never needs updating when the node moves. Affects picking only. Bounds, culling and rendering ignore it entirely, and because the interaction system finds candidates by their bounds, a hit area reaching outside the node's bounds is only reliably picked where the two overlap. Use it to shrink or reshape a pick region, not to grow one. The shape is the caller's: it is read live on every hit test, so mutating it in place takes effect immediately, and the node never destroys it.
intensity: number
Linear brightness multiplier.
name: null | string
Optional human-readable identity for this node. Defaults to null. Purely a label the engine never interprets: useful for debugging, find-by-name lookups, prefab references, and as a stable key when merging serialized state back onto an existing tree. Not required to be unique.
softness: number
How soft this light's shadows are, in 0..1. See LightOptions.softness.
tabIndex: number
Tab-traversal order among focusable nodes in the same focus scope. Lower values are visited first; equal values keep document (tree) order.
cacheAsTexture: boolean
Bake this node's subtree into a RenderTexture once and replay that texture until the subtree changes, instead of walking and drawing it every frame. Worth it for a subtree that is expensive to draw and rarely changes. The cache is invalidated by anything that moves the node's world bounds - the node's own transform included - so a node that animates re-bakes every frame and is strictly slower than not caching it at all. Setting it to false frees the texture immediately.
cacheResolution: TargetResolution
Resolution the cacheAsTexture texture is baked at, in device pixels per logical unit. 'inherit' (the default) matches the surface the cache is composited into, so enabling the cache does not soften the picture on a HiDPI display. Pin it to a number to trade sharpness for memory and bake cost - a cache is resolution² texels, so 1 on a DPR-3 phone is a ninth of the VRAM and a ninth of the fill per re-bake. Changing it invalidates the cache.
clip: boolean
When true, descendants are geometrically clipped to clipShape. Unlike mask (which is alpha/visibility masking), clip is a hard geometric boundary: - clipShape === null - clip to this node's world-space bounds (getBounds), using the GPU scissor fast path. - clipShape is a Rectangle - clip to that world-space rectangle via scissor. - clipShape is a Geometry - clip to the geometry's silhouette via the stencil buffer (WebGL2). Only fragments inside the shape survive. Clipping wraps the node's final (filtered/masked) output and acts as a render barrier: draw commands are never reordered or batched across the clip boundary.
cullable: boolean
When false, this node is never culled by the viewport check and is always considered in-view. Defaults to true.
Custom rectangle used for viewport cull intersection test. When set, replaces the default node bounds in cull checks. Set to null to restore default bounds-based culling.
destroyed: boolean
true once destroy has run on this node. A destroyed node has released its pooled resources (transform/bounds), has been unlinked from its parent, renders nothing, and must not be reused or re-attached. The render plan skips a destroyed node, so even one handed straight to a renderer as a detached root contributes nothing.
interactive: boolean
isAlignedBox: boolean
The mask source that controls visibility of this node's render output. See MaskSource for accepted source types and their semantics. Setting to null removes any active mask. Setting a RenderNode that is this is rejected (a node cannot mask itself). Indirect cycles (a.mask = b; b.mask = a) are rejected as well: the candidate's mask chain is walked and any cycle - whether it closes on this or was already present in the chain - fails the assignment.
preserveDrawOrder: boolean
When true, material-aware overlap reordering is disabled for this node's draw-order scope. Draw commands are submitted in exact document order (after scope-local z-sorting), preserving the painter's guarantee irrespective of material compatibility or AABB safety analysis. Adjacency coalescing of consecutive same-material draws still applies; it does not change visual output order.
rotation: number
Rotation angle in degrees. Wraps via trimRotation on assignment.
skewX: number
Horizontal skew angle in degrees. Shears the node along the X axis (positive values lean the top edge right). Combines correctly with rotation and scale.
skewY: number
Vertical skew angle in degrees. Shears the node along the Y axis (positive values lean the left edge downward). Combines correctly with rotation and scale.
visible: boolean
x: number
y: number
zIndex: number
Events14
Fired when a pointer requests a context menu over this node - right-click, or a long-press/touch gesture that has an attributable pointer. Bubbles like the other pointer events, so a scene-wide fallback can listen on an ancestor. Carries no native event - whether the browser's own menu appears is decided by ApplicationOptions.input.allowNativeContextMenu, independently of this. Requires an attributable pointer: a pointerless keyboard-only request (the context-menu key, or Shift+F10, with no pointer ever having touched the surface - see ContextMenuRequest's doc comment) has nothing to hit-test or bubble with, so it never reaches this per-node event. It only ever reaches the engine-wide, scene-graph-independent app.input.onContextMenu.
Source