simvx.core.gpu_particles¶
GPU-accelerated particle emitter nodes (2D and 3D).
Scene-node wrappers for GPU compute-shader particle simulation. Particle state lives entirely on the GPU – positions, velocities, colours, and lifetimes are updated each frame by a compute dispatch, avoiding per-frame CPU-to-GPU uploads.
Both GPUParticles2D and GPUParticles3D expose Property descriptors
so the editor inspector can tweak parameters at design time. At runtime the
graphics backend reads emitter_config each frame and feeds it into the
compute shader push constants.
Module Contents¶
Classes¶
GPU-accelerated 2D particle emitter. |
|
GPU-accelerated 3D particle emitter. |
Data¶
API¶
- simvx.core.gpu_particles.__all__¶
[‘GPUParticles2D’, ‘GPUParticles3D’]
- class simvx.core.gpu_particles.GPUParticles2D(**kwargs)[source]¶
Bases:
simvx.core.gpu_particles._GPUParticlesBase,simvx.core.nodes_2d.node2d.Node2DGPU-accelerated 2D particle emitter.
Particle simulation runs entirely on the GPU via a compute shader. The node exposes editor-visible
Propertydescriptors for all emitter parameters (amount, lifetime, speed, colours, etc.).The graphics backend collects
GPUParticles2Dnodes during scene traversal, readsemitter_config, and dispatches the compute shader each frame.Example::
particles = GPUParticles2D( amount=2048, lifetime=1.5, speed=8.0, start_colour=(1.0, 0.8, 0.2, 1.0), end_colour=(1.0, 0.0, 0.0, 0.0), ) scene.add_child(particles)Initialization
- property world_position¶
Return 3D position for the compute shader (z=0 for 2D).
- amount¶
‘Property(…)’
- lifetime¶
‘Property(…)’
- emitting¶
‘Property(…)’
- one_shot¶
‘Property(…)’
- speed¶
‘Property(…)’
- speed_variance¶
‘Property(…)’
- direction¶
‘Property(…)’
- spread¶
‘Property(…)’
- gravity¶
‘Property(…)’
- damping¶
‘Property(…)’
- emission_shape¶
‘Property(…)’
- emission_radius¶
‘Property(…)’
- emission_box¶
‘Property(…)’
- start_colour¶
‘Property(…)’
- end_colour¶
‘Property(…)’
- start_scale¶
‘Property(…)’
- end_scale¶
‘Property(…)’
- explosiveness¶
‘Property(…)’
- randomness¶
‘Property(…)’
- fixed_fps¶
‘Property(…)’
- preprocess¶
‘Property(…)’
- local_coords¶
‘Property(…)’
- finished¶
‘Signal(…)’
- property emitter_config: dict¶
- restart()¶
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property position: simvx.core.math.types.Vec2¶
- property rotation: float¶
- property rotation_degrees: float¶
- property scale: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- 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¶
- 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.gpu_particles.GPUParticles3D(**kwargs)[source]¶
Bases:
simvx.core.gpu_particles._GPUParticlesBase,simvx.core.nodes_3d.node3d.Node3DGPU-accelerated 3D particle emitter.
Particle simulation runs entirely on the GPU via a compute shader. The node exposes editor-visible
Propertydescriptors for all emitter parameters (amount, lifetime, speed, colours, etc.).The graphics backend collects
GPUParticles3Dnodes during scene traversal, readsemitter_config, and dispatches the compute shader each frame.Example::
particles = GPUParticles3D( amount=4096, lifetime=2.0, speed=10.0, gravity=(0.0, -9.8, 0.0), start_colour=(0.2, 0.6, 1.0, 1.0), end_colour=(0.0, 0.2, 0.8, 0.0), ) scene.add_child(particles)Initialization
- amount¶
‘Property(…)’
- lifetime¶
‘Property(…)’
- emitting¶
‘Property(…)’
- one_shot¶
‘Property(…)’
- speed¶
‘Property(…)’
- speed_variance¶
‘Property(…)’
- direction¶
‘Property(…)’
- spread¶
‘Property(…)’
- gravity¶
‘Property(…)’
- damping¶
‘Property(…)’
- emission_shape¶
‘Property(…)’
- emission_radius¶
‘Property(…)’
- emission_box¶
‘Property(…)’
- start_colour¶
‘Property(…)’
- end_colour¶
‘Property(…)’
- start_scale¶
‘Property(…)’
- end_scale¶
‘Property(…)’
- explosiveness¶
‘Property(…)’
- randomness¶
‘Property(…)’
- fixed_fps¶
‘Property(…)’
- preprocess¶
‘Property(…)’
- local_coords¶
‘Property(…)’
- finished¶
‘Signal(…)’
- property emitter_config: dict¶
- restart()¶
- 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¶
- 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__()¶