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@vectojs/core

v1.40.1

Published

A mathematical Canvas 2D scene-graph framework with layout, events, accessibility projection, and optional GPU backends.

Readme

@vectojs/core

@vectojs/core is the runtime at the root of the VectoJS dependency graph: a retained Scene/Entity scene graph (the Virtual Math Tree) that renders to a single canvas, with transforms, render scheduling, spatial hit-testing, DOM-like event propagation, layout and text engines, Canvas/SVG/WebGL/WebGPU renderer backends, and the accessibility/automation projection layer. It is also the composition point of the framework — it depends on and re-exports @vectojs/layout, @vectojs/text, @vectojs/math, and @vectojs/animation, so @vectojs/ui and every higher-level package build directly on it.

Install

bun add @vectojs/core

Usage

import { Entity, type IRenderer, Scene } from '@vectojs/core';

class Dot extends Entity {
  constructor() {
    super();
    this.width = 48;
    this.height = 48;
    this.interactive = true;
    this.on('click', () => this.animate({ scaleX: 1.25, scaleY: 1.25 }, 120));
  }

  isPointInside(globalX: number, globalY: number): boolean {
    const local = this.worldToLocal(globalX, globalY);
    return !!local && Math.hypot(local.x - 24, local.y - 24) <= 24;
  }

  getA11yAttributes() {
    return { tag: 'button' as const, role: 'button', label: 'Animated dot' };
  }

  render(renderer: IRenderer): void {
    renderer.beginPath();
    renderer.arc(24, 24, 24, 0, Math.PI * 2);
    renderer.fill('#22d3ee');
  }
}

const canvas = document.querySelector<HTMLCanvasElement>('canvas')!;
const scene = new Scene(canvas);
scene.renderMode = 'onDemand';
scene.add(new Dot().setPosition(80, 80));
scene.start();

Highlights

  • Retained Scene/Entity tree with affine transforms, capture/bubble event dispatch, viewport culling, and dirty-flag renderMode: 'onDemand' rendering; scene.step(dt) drives a deterministic frame for tests and video export.
  • Backend-neutral IRenderer drawing contract with modular backends: CanvasRenderer, SVGRenderer, batched WebGL points (WebGLPointRenderer), and WebGPU particle compute (WebGPUParticleSystemManager) — registered on load via Scene.register*, selected through pointBackend / particleBackend options.
  • Optional Rust WASM kernels (crates/vectojs-core-rs) hot-swapped per subsystem with scene.enableWasmTransforms / enableWasmHitTest / enableWasmAnimBatching / enableWasmParticles; fallible exports return WASM_STATUS codes (OK/CAPACITY/UNINITIALIZED/BAD_RUN/ OVERFLOW) so any rejected batch degrades to the JS path instead of rendering half-written state.
  • Semantic accessibility projection: entities implementing getA11yAttributes() get transparent, position-synchronized DOM mirrors for screen readers, keyboard users, Playwright, and AI agents; static text opts into browser-native selection/find/copy through getContentProjection() and Core's prepared content grid (prepareContentGrid()).
  • Entity-based text renderers stay here because they extend Entity: TextEntity, GridTextEntity, GPU-resolved MSDFTextEntity (off-thread layout via LayoutWorkerManager), SVGEntity, and DOMPortalEntity.
  • The standalone engines are re-exported from this barrel and remain available as subpaths, so existing imports keep working: @vectojs/core/layout, @vectojs/core/text, @vectojs/core/renderer.
  • Lifecycle ownership is explicit: a Scene owns renderers, workers, observers, and projected DOM nodes; scene.destroy() releases all of them.

Documents @vectojs/[email protected].

Documentation