simvx.core.csg¶
Constructive Solid Geometry (CSG) for boolean mesh operations.
Provides CSG shape nodes that generate meshes and a combiner node that performs boolean operations (union, subtract, intersect) on child CSG shapes using a BSP-tree algorithm.
Usage::
from simvx.core.csg import CSGBox3D, CSGSphere3D, CSGCombiner3D, CSGOperation
combiner = CSGCombiner3D(operation=CSGOperation.SUBTRACT)
combiner.add_child(CSGBox3D(size=(2, 2, 2)))
combiner.add_child(CSGSphere3D(radius=1.2))
mesh = combiner.get_mesh() # Box with sphere carved out
Module Contents¶
Classes¶
Boolean operation type for CSG combining. |
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Base class for CSG shape nodes. |
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CSG box primitive. Generates an axis-aligned box mesh. |
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CSG sphere primitive. Generates a UV sphere mesh. |
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CSG cylinder primitive. Generates a cylinder mesh along the Y axis. |
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Combines child CSG shapes using boolean operations. |
Functions¶
Perform a CSG boolean operation on two meshes. |
Data¶
API¶
- simvx.core.csg.__all__¶
[‘CSGOperation’, ‘CSGShape3D’, ‘CSGBox3D’, ‘CSGSphere3D’, ‘CSGCylinder3D’, ‘CSGCombiner3D’]
- class simvx.core.csg.CSGOperation[source]¶
Bases:
enum.IntEnumBoolean operation type for CSG combining.
Initialization
Initialize self. See help(type(self)) for accurate signature.
- UNION¶
0
- SUBTRACT¶
1
- INTERSECT¶
2
- __abs__()¶
- __add__()¶
- __and__()¶
- __bool__()¶
- __ceil__()¶
- __delattr__()¶
- __dir__()¶
- __divmod__()¶
- __eq__()¶
- __float__()¶
- __floor__()¶
- __floordiv__()¶
- __format__()¶
- __ge__()¶
- __getattribute__()¶
- __getnewargs__()¶
- __getstate__()¶
- __gt__()¶
- __hash__()¶
- __index__()¶
- __int__()¶
- __invert__()¶
- __le__()¶
- __lshift__()¶
- __lt__()¶
- __mod__()¶
- __mul__()¶
- __ne__()¶
- __neg__()¶
- __new__()¶
- __or__()¶
- __pos__()¶
- __pow__()¶
- __radd__()¶
- __rand__()¶
- __rdivmod__()¶
- __reduce__()¶
- __reduce_ex__()¶
- __repr__()¶
- __rfloordiv__()¶
- __rlshift__()¶
- __rmod__()¶
- __rmul__()¶
- __ror__()¶
- __round__()¶
- __rpow__()¶
- __rrshift__()¶
- __rshift__()¶
- __rsub__()¶
- __rtruediv__()¶
- __rxor__()¶
- __setattr__()¶
- __sizeof__()¶
- __str__()¶
- __sub__()¶
- __subclasshook__()¶
- __truediv__()¶
- __trunc__()¶
- __xor__()¶
- as_integer_ratio()¶
- bit_count()¶
- bit_length()¶
- conjugate()¶
- class denominator¶
- class imag¶
- is_integer()¶
- class numerator¶
- class real¶
- to_bytes()¶
- __deepcopy__(memo)¶
- __copy__()¶
- name()¶
- value()¶
- simvx.core.csg.csg_combine(mesh_a: simvx.core.graphics.mesh.Mesh, mesh_b: simvx.core.graphics.mesh.Mesh, operation: simvx.core.csg.CSGOperation) simvx.core.graphics.mesh.Mesh[source]¶
Perform a CSG boolean operation on two meshes.
Args: mesh_a: First operand mesh. mesh_b: Second operand mesh. operation: The boolean operation to apply.
Returns: A new
Meshwith the result of the boolean operation.
- class simvx.core.csg.CSGShape3D(operation: simvx.core.csg.CSGOperation = CSGOperation.UNION, **kwargs)[source]¶
Bases:
simvx.core.nodes_3d.node3d.Node3DBase class for CSG shape nodes.
Holds a computed mesh and an operation type used when combined by a
CSGCombiner3Dparent. Subclasses override_build_mesh()to generate their primitive geometry.Initialization
- operation¶
‘Property(…)’
- get_mesh() simvx.core.graphics.mesh.Mesh[source]¶
Return the (possibly cached) mesh for this shape.
- render_layer¶
‘Property(…)’
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property world_position: simvx.core.math.types.Vec3¶
- property world_rotation: simvx.core.math.types.Quat¶
- property world_scale: simvx.core.math.types.Vec3¶
- property forward: simvx.core.math.types.Vec3¶
- property right: simvx.core.math.types.Vec3¶
- property up: simvx.core.math.types.Vec3¶
- translate(offset: tuple[float, float, float] | numpy.ndarray)¶
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)¶
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)¶
- rotate_x(angle: float)¶
- rotate_y(angle: float)¶
- rotate_z(angle: float)¶
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)¶
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(node_type: type, recursive: bool = True) simvx.core.node.Node | None¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- draw(renderer) None¶
- input_event(event: simvx.core.events.InputEvent) None¶
- input(event: simvx.core.events.TreeInputEvent) None¶
- unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.csg.CSGBox3D(size: simvx.core.math.types.Vec3 | collections.abc.Sequence[float] | None = None, **kwargs)[source]¶
Bases:
simvx.core.csg.CSGShape3DCSG box primitive. Generates an axis-aligned box mesh.
Attributes: size: Box dimensions as
Vec3(width, height, depth).Initialization
- size¶
‘Property(…)’
- operation¶
‘Property(…)’
- get_mesh() simvx.core.graphics.mesh.Mesh¶
- render_layer¶
‘Property(…)’
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property world_position: simvx.core.math.types.Vec3¶
- property world_rotation: simvx.core.math.types.Quat¶
- property world_scale: simvx.core.math.types.Vec3¶
- property forward: simvx.core.math.types.Vec3¶
- property right: simvx.core.math.types.Vec3¶
- property up: simvx.core.math.types.Vec3¶
- translate(offset: tuple[float, float, float] | numpy.ndarray)¶
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)¶
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)¶
- rotate_x(angle: float)¶
- rotate_y(angle: float)¶
- rotate_z(angle: float)¶
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)¶
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(node_type: type, recursive: bool = True) simvx.core.node.Node | None¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- draw(renderer) None¶
- input_event(event: simvx.core.events.InputEvent) None¶
- input(event: simvx.core.events.TreeInputEvent) None¶
- unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.csg.CSGSphere3D(radius: float = 1.0, rings: int = 16, sectors: int = 16, **kwargs)[source]¶
Bases:
simvx.core.csg.CSGShape3DCSG sphere primitive. Generates a UV sphere mesh.
Attributes: radius: Sphere radius. rings: Number of horizontal rings (latitude divisions). sectors: Number of vertical sectors (longitude divisions).
Initialization
- radius¶
‘Property(…)’
- rings¶
‘Property(…)’
- sectors¶
‘Property(…)’
- operation¶
‘Property(…)’
- get_mesh() simvx.core.graphics.mesh.Mesh¶
- render_layer¶
‘Property(…)’
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property world_position: simvx.core.math.types.Vec3¶
- property world_rotation: simvx.core.math.types.Quat¶
- property world_scale: simvx.core.math.types.Vec3¶
- property forward: simvx.core.math.types.Vec3¶
- property right: simvx.core.math.types.Vec3¶
- property up: simvx.core.math.types.Vec3¶
- translate(offset: tuple[float, float, float] | numpy.ndarray)¶
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)¶
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)¶
- rotate_x(angle: float)¶
- rotate_y(angle: float)¶
- rotate_z(angle: float)¶
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)¶
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(node_type: type, recursive: bool = True) simvx.core.node.Node | None¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- draw(renderer) None¶
- input_event(event: simvx.core.events.InputEvent) None¶
- input(event: simvx.core.events.TreeInputEvent) None¶
- unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.csg.CSGCylinder3D(radius: float = 0.5, height: float = 1.0, segments: int = 16, **kwargs)[source]¶
Bases:
simvx.core.csg.CSGShape3DCSG cylinder primitive. Generates a cylinder mesh along the Y axis.
Attributes: radius: Cylinder radius. height: Total height. segments: Number of radial segments.
Initialization
- radius¶
‘Property(…)’
- height¶
‘Property(…)’
- segments¶
‘Property(…)’
- operation¶
‘Property(…)’
- get_mesh() simvx.core.graphics.mesh.Mesh¶
- render_layer¶
‘Property(…)’
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property world_position: simvx.core.math.types.Vec3¶
- property world_rotation: simvx.core.math.types.Quat¶
- property world_scale: simvx.core.math.types.Vec3¶
- property forward: simvx.core.math.types.Vec3¶
- property right: simvx.core.math.types.Vec3¶
- property up: simvx.core.math.types.Vec3¶
- translate(offset: tuple[float, float, float] | numpy.ndarray)¶
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)¶
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)¶
- rotate_x(angle: float)¶
- rotate_y(angle: float)¶
- rotate_z(angle: float)¶
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)¶
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(node_type: type, recursive: bool = True) simvx.core.node.Node | None¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- draw(renderer) None¶
- input_event(event: simvx.core.events.InputEvent) None¶
- input(event: simvx.core.events.TreeInputEvent) None¶
- unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.csg.CSGCombiner3D(**kwargs)[source]¶
Bases:
simvx.core.csg.CSGShape3DCombines child CSG shapes using boolean operations.
The first child is the base shape. Each subsequent child is combined with the accumulated result using that child’s
operationproperty.Usage::
combiner = CSGCombiner3D() combiner.add_child(CSGBox3D(size=(2, 2, 2))) combiner.add_child(CSGSphere3D(radius=1.2, operation=CSGOperation.SUBTRACT)) result = combiner.get_mesh()
Initialization
- get_mesh() simvx.core.graphics.mesh.Mesh[source]¶
Combine all child CSG shapes and return the resulting mesh.
- operation¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property world_position: simvx.core.math.types.Vec3¶
- property world_rotation: simvx.core.math.types.Quat¶
- property world_scale: simvx.core.math.types.Vec3¶
- property forward: simvx.core.math.types.Vec3¶
- property right: simvx.core.math.types.Vec3¶
- property up: simvx.core.math.types.Vec3¶
- translate(offset: tuple[float, float, float] | numpy.ndarray)¶
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)¶
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)¶
- rotate_x(angle: float)¶
- rotate_y(angle: float)¶
- rotate_z(angle: float)¶
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)¶
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(node_type: type, recursive: bool = True) simvx.core.node.Node | None¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- ready() None¶
- enter_tree() None¶
- exit_tree() None¶
- process(dt: float) None¶
- physics_process(dt: float) None¶
- draw(renderer) None¶
- input_event(event: simvx.core.events.InputEvent) None¶
- input(event: simvx.core.events.TreeInputEvent) None¶
- unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- get_tree() simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶