--- orphan: true --- # {py:mod}`simvx.core.physics._bodies` ```{py:module} simvx.core.physics._bodies ``` ```{autodoc2-docstring} simvx.core.physics._bodies :allowtitles: ``` ## Module Contents ### Classes ````{list-table} :class: autosummary longtable :align: left * - {py:obj}`RigidBody3D ` - ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D :summary: ``` * - {py:obj}`RigidBody2D ` - ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D :summary: ``` * - {py:obj}`StaticBody3D ` - ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody3D :summary: ``` * - {py:obj}`StaticBody2D ` - ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody2D :summary: ``` * - {py:obj}`KinematicBody3D ` - ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody3D :summary: ``` * - {py:obj}`KinematicBody2D ` - ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody2D :summary: ``` ```` ### Data ````{list-table} :class: autosummary longtable :align: left * - {py:obj}`__all__ ` - ```{autodoc2-docstring} simvx.core.physics._bodies.__all__ :summary: ``` ```` ### API ````{py:data} __all__ :canonical: simvx.core.physics._bodies.__all__ :value: > ['RigidBody2D', 'RigidBody3D', 'StaticBody2D', 'StaticBody3D', 'KinematicBody2D', 'KinematicBody3D'] ```{autodoc2-docstring} simvx.core.physics._bodies.__all__ ``` ```` `````{py:class} RigidBody3D(**kwargs) :canonical: simvx.core.physics._bodies.RigidBody3D Bases: {py:obj}`simvx.core.physics._bodies._PhysicsBodyMixin`, {py:obj}`simvx.core.nodes_3d.node3d.Node3D` ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.__init__ ``` ````{py:attribute} mass :canonical: simvx.core.physics._bodies.RigidBody3D.mass :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.mass ``` ```` ````{py:attribute} gravity_scale :canonical: simvx.core.physics._bodies.RigidBody3D.gravity_scale :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.gravity_scale ``` ```` ````{py:attribute} linear_damp :canonical: simvx.core.physics._bodies.RigidBody3D.linear_damp :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.linear_damp ``` ```` ````{py:attribute} angular_damp :canonical: simvx.core.physics._bodies.RigidBody3D.angular_damp :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.angular_damp ``` ```` ````{py:attribute} collision_layer :canonical: simvx.core.physics._bodies.RigidBody3D.collision_layer :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics._bodies.RigidBody3D.collision_mask :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.collision_mask ``` ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_exit_tree ```` ````{py:method} on_physics_process(dt: float) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_physics_process ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody3D.on_physics_process ``` ```` ````{py:method} apply_force(force, position=None) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.apply_force ```` ````{py:method} apply_impulse(impulse, position=None) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.apply_impulse ```` ````{py:method} apply_torque(torque) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.apply_torque ```` ````{py:property} collision_shape :canonical: simvx.core.physics._bodies.RigidBody3D.collision_shape :type: simvx.core.collision.CollisionShape | None ```` ````{py:attribute} position :canonical: simvx.core.physics._bodies.RigidBody3D.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.core.physics._bodies.RigidBody3D.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.core.physics._bodies.RigidBody3D.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} render_layer :canonical: simvx.core.physics._bodies.RigidBody3D.render_layer :value: > 'Property(...)' ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics._bodies.RigidBody3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} world_position :canonical: simvx.core.physics._bodies.RigidBody3D.world_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} world_rotation :canonical: simvx.core.physics._bodies.RigidBody3D.world_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} world_scale :canonical: simvx.core.physics._bodies.RigidBody3D.world_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics._bodies.RigidBody3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics._bodies.RigidBody3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics._bodies.RigidBody3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.RigidBody3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.RigidBody3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics._bodies.RigidBody3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics._bodies.RigidBody3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics._bodies.RigidBody3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics._bodies.RigidBody3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics._bodies.RigidBody3D.look_at ```` ````{py:method} face_along(forward: tuple[float, float, float] | numpy.ndarray, up: tuple[float, float, float] | numpy.ndarray | None = None) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.face_along ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.core.physics._bodies.RigidBody3D.is_on_render_layer ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics._bodies.RigidBody3D.wrap_bounds ```` ````{py:attribute} strict_errors :canonical: simvx.core.physics._bodies.RigidBody3D.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics._bodies.RigidBody3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics._bodies.RigidBody3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics._bodies.RigidBody3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics._bodies.RigidBody3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:property} visible :canonical: simvx.core.physics._bodies.RigidBody3D.visible :type: bool ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics._bodies.RigidBody3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.RigidBody3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.RigidBody3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.RigidBody3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.RigidBody3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.RigidBody3D.find_child ```` ````{py:method} find(target: type | str, recursive: bool = True) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.RigidBody3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics._bodies.RigidBody3D.find_all ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.core.physics._bodies.RigidBody3D.walk ```` ````{py:property} path :canonical: simvx.core.physics._bodies.RigidBody3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics._bodies.RigidBody3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics._bodies.RigidBody3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics._bodies.RigidBody3D.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_ready ```` ````{py:method} on_process(dt: float) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_process ```` ````{py:method} on_draw(renderer) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_draw ```` ````{py:method} on_picked(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_picked ```` ````{py:method} on_unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics._bodies.RigidBody3D.on_unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics._bodies.RigidBody3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics._bodies.RigidBody3D.stop_coroutine ```` ````{py:method} clear_children() :canonical: simvx.core.physics._bodies.RigidBody3D.clear_children ```` ````{py:method} destroy() :canonical: simvx.core.physics._bodies.RigidBody3D.destroy ```` ````{py:property} app :canonical: simvx.core.physics._bodies.RigidBody3D.app ```` ````{py:property} tree :canonical: simvx.core.physics._bodies.RigidBody3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics._bodies.RigidBody3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics._bodies.RigidBody3D.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.core.physics._bodies.RigidBody3D.__repr__ ```` ````` `````{py:class} RigidBody2D(**kwargs) :canonical: simvx.core.physics._bodies.RigidBody2D Bases: {py:obj}`simvx.core.physics._bodies._PhysicsBodyMixin`, {py:obj}`simvx.core.nodes_2d.node2d.Node2D` ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.__init__ ``` ````{py:attribute} mass :canonical: simvx.core.physics._bodies.RigidBody2D.mass :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.mass ``` ```` ````{py:attribute} gravity_scale :canonical: simvx.core.physics._bodies.RigidBody2D.gravity_scale :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.gravity_scale ``` ```` ````{py:attribute} linear_damp :canonical: simvx.core.physics._bodies.RigidBody2D.linear_damp :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.linear_damp ``` ```` ````{py:attribute} angular_damp :canonical: simvx.core.physics._bodies.RigidBody2D.angular_damp :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.angular_damp ``` ```` ````{py:attribute} collision_layer :canonical: simvx.core.physics._bodies.RigidBody2D.collision_layer :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics._bodies.RigidBody2D.collision_mask :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.RigidBody2D.collision_mask ``` ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_exit_tree ```` ````{py:method} on_physics_process(dt: float) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_physics_process ```` ````{py:method} apply_force(force, position=None) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.apply_force ```` ````{py:method} apply_impulse(impulse, position=None) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.apply_impulse ```` ````{py:method} apply_torque(torque) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.apply_torque ```` ````{py:property} collision_shape :canonical: simvx.core.physics._bodies.RigidBody2D.collision_shape :type: simvx.core.collision.CollisionShape | None ```` ````{py:attribute} position :canonical: simvx.core.physics._bodies.RigidBody2D.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.core.physics._bodies.RigidBody2D.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.core.physics._bodies.RigidBody2D.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} z_index :canonical: simvx.core.physics._bodies.RigidBody2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics._bodies.RigidBody2D.z_as_relative :value: > 'Property(...)' ```` ````{py:attribute} render_layer :canonical: simvx.core.physics._bodies.RigidBody2D.render_layer :value: > 'Property(...)' ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.core.physics._bodies.RigidBody2D.is_on_render_layer ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics._bodies.RigidBody2D.absolute_z_index :type: int ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics._bodies.RigidBody2D.rotation_degrees :type: float ```` ````{py:property} world_position :canonical: simvx.core.physics._bodies.RigidBody2D.world_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_rotation :canonical: simvx.core.physics._bodies.RigidBody2D.world_rotation :type: float ```` ````{py:property} world_scale :canonical: simvx.core.physics._bodies.RigidBody2D.world_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_transform :canonical: simvx.core.physics._bodies.RigidBody2D.world_transform :type: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float] ```` ````{py:property} forward :canonical: simvx.core.physics._bodies.RigidBody2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics._bodies.RigidBody2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.RigidBody2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics._bodies.RigidBody2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics._bodies.RigidBody2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.RigidBody2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics._bodies.RigidBody2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None) :canonical: simvx.core.physics._bodies.RigidBody2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics._bodies.RigidBody2D.wrap_screen ```` ````{py:attribute} strict_errors :canonical: simvx.core.physics._bodies.RigidBody2D.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics._bodies.RigidBody2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics._bodies.RigidBody2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics._bodies.RigidBody2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics._bodies.RigidBody2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:property} visible :canonical: simvx.core.physics._bodies.RigidBody2D.visible :type: bool ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics._bodies.RigidBody2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.RigidBody2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.RigidBody2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.RigidBody2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.RigidBody2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.RigidBody2D.find_child ```` ````{py:method} find(target: type | str, recursive: bool = True) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.RigidBody2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics._bodies.RigidBody2D.find_all ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.core.physics._bodies.RigidBody2D.walk ```` ````{py:property} path :canonical: simvx.core.physics._bodies.RigidBody2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics._bodies.RigidBody2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics._bodies.RigidBody2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics._bodies.RigidBody2D.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_ready ```` ````{py:method} on_process(dt: float) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_process ```` ````{py:method} on_draw(renderer) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_draw ```` ````{py:method} on_picked(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_picked ```` ````{py:method} on_unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics._bodies.RigidBody2D.on_unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics._bodies.RigidBody2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics._bodies.RigidBody2D.stop_coroutine ```` ````{py:method} clear_children() :canonical: simvx.core.physics._bodies.RigidBody2D.clear_children ```` ````{py:method} destroy() :canonical: simvx.core.physics._bodies.RigidBody2D.destroy ```` ````{py:property} app :canonical: simvx.core.physics._bodies.RigidBody2D.app ```` ````{py:property} tree :canonical: simvx.core.physics._bodies.RigidBody2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics._bodies.RigidBody2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics._bodies.RigidBody2D.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.core.physics._bodies.RigidBody2D.__repr__ ```` ````` `````{py:class} StaticBody3D(**kwargs) :canonical: simvx.core.physics._bodies.StaticBody3D Bases: {py:obj}`simvx.core.physics._bodies._PhysicsBodyMixin`, {py:obj}`simvx.core.nodes_3d.node3d.Node3D` ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody3D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics._bodies.StaticBody3D.collision_layer :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody3D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics._bodies.StaticBody3D.collision_mask :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody3D.collision_mask ``` ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_exit_tree ```` ````{py:method} apply_force(force, position=None) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.apply_force ```` ````{py:method} apply_impulse(impulse, position=None) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.apply_impulse ```` ````{py:method} apply_torque(torque) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.apply_torque ```` ````{py:property} collision_shape :canonical: simvx.core.physics._bodies.StaticBody3D.collision_shape :type: simvx.core.collision.CollisionShape | None ```` ````{py:attribute} position :canonical: simvx.core.physics._bodies.StaticBody3D.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.core.physics._bodies.StaticBody3D.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.core.physics._bodies.StaticBody3D.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} render_layer :canonical: simvx.core.physics._bodies.StaticBody3D.render_layer :value: > 'Property(...)' ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics._bodies.StaticBody3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} world_position :canonical: simvx.core.physics._bodies.StaticBody3D.world_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} world_rotation :canonical: simvx.core.physics._bodies.StaticBody3D.world_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} world_scale :canonical: simvx.core.physics._bodies.StaticBody3D.world_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics._bodies.StaticBody3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics._bodies.StaticBody3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics._bodies.StaticBody3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.StaticBody3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.StaticBody3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics._bodies.StaticBody3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics._bodies.StaticBody3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics._bodies.StaticBody3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics._bodies.StaticBody3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics._bodies.StaticBody3D.look_at ```` ````{py:method} face_along(forward: tuple[float, float, float] | numpy.ndarray, up: tuple[float, float, float] | numpy.ndarray | None = None) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.face_along ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.core.physics._bodies.StaticBody3D.is_on_render_layer ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics._bodies.StaticBody3D.wrap_bounds ```` ````{py:attribute} strict_errors :canonical: simvx.core.physics._bodies.StaticBody3D.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics._bodies.StaticBody3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics._bodies.StaticBody3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics._bodies.StaticBody3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics._bodies.StaticBody3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:property} visible :canonical: simvx.core.physics._bodies.StaticBody3D.visible :type: bool ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics._bodies.StaticBody3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.StaticBody3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.StaticBody3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.StaticBody3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.StaticBody3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.StaticBody3D.find_child ```` ````{py:method} find(target: type | str, recursive: bool = True) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.StaticBody3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics._bodies.StaticBody3D.find_all ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.core.physics._bodies.StaticBody3D.walk ```` ````{py:property} path :canonical: simvx.core.physics._bodies.StaticBody3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics._bodies.StaticBody3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics._bodies.StaticBody3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics._bodies.StaticBody3D.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_ready ```` ````{py:method} on_process(dt: float) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_process ```` ````{py:method} on_physics_process(dt: float) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_physics_process ```` ````{py:method} on_draw(renderer) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_draw ```` ````{py:method} on_picked(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_picked ```` ````{py:method} on_unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics._bodies.StaticBody3D.on_unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics._bodies.StaticBody3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics._bodies.StaticBody3D.stop_coroutine ```` ````{py:method} clear_children() :canonical: simvx.core.physics._bodies.StaticBody3D.clear_children ```` ````{py:method} destroy() :canonical: simvx.core.physics._bodies.StaticBody3D.destroy ```` ````{py:property} app :canonical: simvx.core.physics._bodies.StaticBody3D.app ```` ````{py:property} tree :canonical: simvx.core.physics._bodies.StaticBody3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics._bodies.StaticBody3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics._bodies.StaticBody3D.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.core.physics._bodies.StaticBody3D.__repr__ ```` ````` `````{py:class} StaticBody2D(**kwargs) :canonical: simvx.core.physics._bodies.StaticBody2D Bases: {py:obj}`simvx.core.physics._bodies._PhysicsBodyMixin`, {py:obj}`simvx.core.nodes_2d.node2d.Node2D` ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody2D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics._bodies.StaticBody2D.collision_layer :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody2D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics._bodies.StaticBody2D.collision_mask :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.StaticBody2D.collision_mask ``` ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_exit_tree ```` ````{py:method} apply_force(force, position=None) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.apply_force ```` ````{py:method} apply_impulse(impulse, position=None) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.apply_impulse ```` ````{py:method} apply_torque(torque) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.apply_torque ```` ````{py:property} collision_shape :canonical: simvx.core.physics._bodies.StaticBody2D.collision_shape :type: simvx.core.collision.CollisionShape | None ```` ````{py:attribute} position :canonical: simvx.core.physics._bodies.StaticBody2D.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.core.physics._bodies.StaticBody2D.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.core.physics._bodies.StaticBody2D.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} z_index :canonical: simvx.core.physics._bodies.StaticBody2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics._bodies.StaticBody2D.z_as_relative :value: > 'Property(...)' ```` ````{py:attribute} render_layer :canonical: simvx.core.physics._bodies.StaticBody2D.render_layer :value: > 'Property(...)' ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.core.physics._bodies.StaticBody2D.is_on_render_layer ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics._bodies.StaticBody2D.absolute_z_index :type: int ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics._bodies.StaticBody2D.rotation_degrees :type: float ```` ````{py:property} world_position :canonical: simvx.core.physics._bodies.StaticBody2D.world_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_rotation :canonical: simvx.core.physics._bodies.StaticBody2D.world_rotation :type: float ```` ````{py:property} world_scale :canonical: simvx.core.physics._bodies.StaticBody2D.world_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_transform :canonical: simvx.core.physics._bodies.StaticBody2D.world_transform :type: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float] ```` ````{py:property} forward :canonical: simvx.core.physics._bodies.StaticBody2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics._bodies.StaticBody2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.StaticBody2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics._bodies.StaticBody2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics._bodies.StaticBody2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.StaticBody2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics._bodies.StaticBody2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None) :canonical: simvx.core.physics._bodies.StaticBody2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics._bodies.StaticBody2D.wrap_screen ```` ````{py:attribute} strict_errors :canonical: simvx.core.physics._bodies.StaticBody2D.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics._bodies.StaticBody2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics._bodies.StaticBody2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics._bodies.StaticBody2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics._bodies.StaticBody2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:property} visible :canonical: simvx.core.physics._bodies.StaticBody2D.visible :type: bool ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics._bodies.StaticBody2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.StaticBody2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.StaticBody2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.StaticBody2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.StaticBody2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.StaticBody2D.find_child ```` ````{py:method} find(target: type | str, recursive: bool = True) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.StaticBody2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics._bodies.StaticBody2D.find_all ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.core.physics._bodies.StaticBody2D.walk ```` ````{py:property} path :canonical: simvx.core.physics._bodies.StaticBody2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics._bodies.StaticBody2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics._bodies.StaticBody2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics._bodies.StaticBody2D.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_ready ```` ````{py:method} on_process(dt: float) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_process ```` ````{py:method} on_physics_process(dt: float) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_physics_process ```` ````{py:method} on_draw(renderer) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_draw ```` ````{py:method} on_picked(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_picked ```` ````{py:method} on_unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics._bodies.StaticBody2D.on_unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics._bodies.StaticBody2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics._bodies.StaticBody2D.stop_coroutine ```` ````{py:method} clear_children() :canonical: simvx.core.physics._bodies.StaticBody2D.clear_children ```` ````{py:method} destroy() :canonical: simvx.core.physics._bodies.StaticBody2D.destroy ```` ````{py:property} app :canonical: simvx.core.physics._bodies.StaticBody2D.app ```` ````{py:property} tree :canonical: simvx.core.physics._bodies.StaticBody2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics._bodies.StaticBody2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics._bodies.StaticBody2D.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.core.physics._bodies.StaticBody2D.__repr__ ```` ````` `````{py:class} KinematicBody3D(**kwargs) :canonical: simvx.core.physics._bodies.KinematicBody3D Bases: {py:obj}`simvx.core.physics._bodies._PhysicsBodyMixin`, {py:obj}`simvx.core.nodes_3d.node3d.Node3D` ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody3D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics._bodies.KinematicBody3D.collision_layer :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody3D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics._bodies.KinematicBody3D.collision_mask :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody3D.collision_mask ``` ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_exit_tree ```` ````{py:method} move_and_collide(velocity, dt: float = 1.0) -> simvx.core.physics._material.Contact | None :canonical: simvx.core.physics._bodies.KinematicBody3D.move_and_collide ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody3D.move_and_collide ``` ```` ````{py:method} on_physics_process(dt: float) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_physics_process ```` ````{py:method} apply_force(force, position=None) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.apply_force ```` ````{py:method} apply_impulse(impulse, position=None) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.apply_impulse ```` ````{py:method} apply_torque(torque) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.apply_torque ```` ````{py:property} collision_shape :canonical: simvx.core.physics._bodies.KinematicBody3D.collision_shape :type: simvx.core.collision.CollisionShape | None ```` ````{py:attribute} position :canonical: simvx.core.physics._bodies.KinematicBody3D.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.core.physics._bodies.KinematicBody3D.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.core.physics._bodies.KinematicBody3D.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} render_layer :canonical: simvx.core.physics._bodies.KinematicBody3D.render_layer :value: > 'Property(...)' ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics._bodies.KinematicBody3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} world_position :canonical: simvx.core.physics._bodies.KinematicBody3D.world_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} world_rotation :canonical: simvx.core.physics._bodies.KinematicBody3D.world_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} world_scale :canonical: simvx.core.physics._bodies.KinematicBody3D.world_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics._bodies.KinematicBody3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics._bodies.KinematicBody3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics._bodies.KinematicBody3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.KinematicBody3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.KinematicBody3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics._bodies.KinematicBody3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics._bodies.KinematicBody3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics._bodies.KinematicBody3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics._bodies.KinematicBody3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics._bodies.KinematicBody3D.look_at ```` ````{py:method} face_along(forward: tuple[float, float, float] | numpy.ndarray, up: tuple[float, float, float] | numpy.ndarray | None = None) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.face_along ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.core.physics._bodies.KinematicBody3D.is_on_render_layer ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics._bodies.KinematicBody3D.wrap_bounds ```` ````{py:attribute} strict_errors :canonical: simvx.core.physics._bodies.KinematicBody3D.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics._bodies.KinematicBody3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics._bodies.KinematicBody3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics._bodies.KinematicBody3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics._bodies.KinematicBody3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:property} visible :canonical: simvx.core.physics._bodies.KinematicBody3D.visible :type: bool ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.KinematicBody3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.KinematicBody3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.KinematicBody3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.KinematicBody3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.KinematicBody3D.find_child ```` ````{py:method} find(target: type | str, recursive: bool = True) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.KinematicBody3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics._bodies.KinematicBody3D.find_all ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.core.physics._bodies.KinematicBody3D.walk ```` ````{py:property} path :canonical: simvx.core.physics._bodies.KinematicBody3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics._bodies.KinematicBody3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics._bodies.KinematicBody3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics._bodies.KinematicBody3D.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_ready ```` ````{py:method} on_process(dt: float) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_process ```` ````{py:method} on_draw(renderer) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_draw ```` ````{py:method} on_picked(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_picked ```` ````{py:method} on_unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics._bodies.KinematicBody3D.on_unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics._bodies.KinematicBody3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics._bodies.KinematicBody3D.stop_coroutine ```` ````{py:method} clear_children() :canonical: simvx.core.physics._bodies.KinematicBody3D.clear_children ```` ````{py:method} destroy() :canonical: simvx.core.physics._bodies.KinematicBody3D.destroy ```` ````{py:property} app :canonical: simvx.core.physics._bodies.KinematicBody3D.app ```` ````{py:property} tree :canonical: simvx.core.physics._bodies.KinematicBody3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics._bodies.KinematicBody3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics._bodies.KinematicBody3D.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.core.physics._bodies.KinematicBody3D.__repr__ ```` ````` `````{py:class} KinematicBody2D(**kwargs) :canonical: simvx.core.physics._bodies.KinematicBody2D Bases: {py:obj}`simvx.core.physics._bodies._PhysicsBodyMixin`, {py:obj}`simvx.core.nodes_2d.node2d.Node2D` ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody2D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics._bodies.KinematicBody2D.collision_layer :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody2D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics._bodies.KinematicBody2D.collision_mask :value: > 'Bitmask(...)' ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody2D.collision_mask ``` ```` ````{py:method} on_enter_tree() -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_enter_tree ```` ````{py:method} on_exit_tree() -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_exit_tree ```` ````{py:method} move_and_collide(velocity, dt: float = 1.0) -> simvx.core.physics._material.Contact | None :canonical: simvx.core.physics._bodies.KinematicBody2D.move_and_collide ```{autodoc2-docstring} simvx.core.physics._bodies.KinematicBody2D.move_and_collide ``` ```` ````{py:method} on_physics_process(dt: float) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_physics_process ```` ````{py:method} apply_force(force, position=None) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.apply_force ```` ````{py:method} apply_impulse(impulse, position=None) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.apply_impulse ```` ````{py:method} apply_torque(torque) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.apply_torque ```` ````{py:property} collision_shape :canonical: simvx.core.physics._bodies.KinematicBody2D.collision_shape :type: simvx.core.collision.CollisionShape | None ```` ````{py:attribute} position :canonical: simvx.core.physics._bodies.KinematicBody2D.position :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} rotation :canonical: simvx.core.physics._bodies.KinematicBody2D.rotation :value: > 'Property(...)' ```` ````{py:attribute} scale :canonical: simvx.core.physics._bodies.KinematicBody2D.scale :value: > '_SpatialVecProperty(...)' ```` ````{py:attribute} z_index :canonical: simvx.core.physics._bodies.KinematicBody2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics._bodies.KinematicBody2D.z_as_relative :value: > 'Property(...)' ```` ````{py:attribute} render_layer :canonical: simvx.core.physics._bodies.KinematicBody2D.render_layer :value: > 'Property(...)' ```` ````{py:method} set_render_layer(index: int, enabled: bool = True) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.set_render_layer ```` ````{py:method} is_on_render_layer(index: int) -> bool :canonical: simvx.core.physics._bodies.KinematicBody2D.is_on_render_layer ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics._bodies.KinematicBody2D.absolute_z_index :type: int ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics._bodies.KinematicBody2D.rotation_degrees :type: float ```` ````{py:property} world_position :canonical: simvx.core.physics._bodies.KinematicBody2D.world_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_rotation :canonical: simvx.core.physics._bodies.KinematicBody2D.world_rotation :type: float ```` ````{py:property} world_scale :canonical: simvx.core.physics._bodies.KinematicBody2D.world_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} world_transform :canonical: simvx.core.physics._bodies.KinematicBody2D.world_transform :type: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float] ```` ````{py:property} forward :canonical: simvx.core.physics._bodies.KinematicBody2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics._bodies.KinematicBody2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.KinematicBody2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics._bodies.KinematicBody2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics._bodies.KinematicBody2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics._bodies.KinematicBody2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics._bodies.KinematicBody2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None) :canonical: simvx.core.physics._bodies.KinematicBody2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics._bodies.KinematicBody2D.wrap_screen ```` ````{py:attribute} strict_errors :canonical: simvx.core.physics._bodies.KinematicBody2D.strict_errors :type: typing.ClassVar[bool] :value: > True ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics._bodies.KinematicBody2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics._bodies.KinematicBody2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics._bodies.KinematicBody2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics._bodies.KinematicBody2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:property} visible :canonical: simvx.core.physics._bodies.KinematicBody2D.visible :type: bool ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.KinematicBody2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.KinematicBody2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics._bodies.KinematicBody2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics._bodies.KinematicBody2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.KinematicBody2D.find_child ```` ````{py:method} find(target: type | str, recursive: bool = True) -> simvx.core.node.Node | None :canonical: simvx.core.physics._bodies.KinematicBody2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics._bodies.KinematicBody2D.find_all ```` ````{py:method} walk(*, include_self: bool = True) -> collections.abc.Iterator[simvx.core.node.Node] :canonical: simvx.core.physics._bodies.KinematicBody2D.walk ```` ````{py:property} path :canonical: simvx.core.physics._bodies.KinematicBody2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics._bodies.KinematicBody2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics._bodies.KinematicBody2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics._bodies.KinematicBody2D.is_in_group ```` ````{py:method} on_ready() -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_ready ```` ````{py:method} on_process(dt: float) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_process ```` ````{py:method} on_draw(renderer) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_draw ```` ````{py:method} on_picked(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_picked ```` ````{py:method} on_unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics._bodies.KinematicBody2D.on_unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics._bodies.KinematicBody2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics._bodies.KinematicBody2D.stop_coroutine ```` ````{py:method} clear_children() :canonical: simvx.core.physics._bodies.KinematicBody2D.clear_children ```` ````{py:method} destroy() :canonical: simvx.core.physics._bodies.KinematicBody2D.destroy ```` ````{py:property} app :canonical: simvx.core.physics._bodies.KinematicBody2D.app ```` ````{py:property} tree :canonical: simvx.core.physics._bodies.KinematicBody2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics._bodies.KinematicBody2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics._bodies.KinematicBody2D.get_properties :classmethod: ```` ````{py:method} __repr__() :canonical: simvx.core.physics._bodies.KinematicBody2D.__repr__ ```` `````