simvx.core.irradiance_volume¶
IrradianceVolume3D: baked diffuse global-illumination probe grid (design D10).
A box-shaped grid of irradiance probes. Each probe stores the low-frequency diffuse lighting reaching its position as spherical-harmonic L1 coefficients (12 floats). At shade time a fragment inside the volume trilinearly blends the eight surrounding probes and evaluates their SH for the surface normal, so a dynamic object moving through the volume picks up soft, direction-dependent indirect light baked from the surrounding (e.g. coloured) walls.
The volume is axis-aligned and centred on the node’s world_position; the
node’s rotation is intentionally ignored for the grid (standard for irradiance
volumes: the probes sample the world, not the node’s local frame).
Example::
vol = IrradianceVolume3D(extents=(6, 4, 6), spacing=2.0)
room.add_child(vol)
Capture reuses the reflection-probe cubemap machinery (a small radiance cube per
probe) reduced to SH by a compute pass; update_budget probes are baked per
frame so a large grid amortises over several frames. bake_mode “once”
bakes the grid a single time (the common case for static level lighting);
“always” re-bakes round-robin for dynamic scenes; “disabled” leaves the volume
inert (feature-off, byte-identical to a scene with no volume).
Module Contents¶
Classes¶
A baked diffuse-GI probe grid (SH-L1 per probe), design D10. |
Data¶
API¶
- simvx.core.irradiance_volume.log¶
‘getLogger(…)’
- simvx.core.irradiance_volume.MAX_PROBES¶
256
- simvx.core.irradiance_volume.__all__¶
[‘IrradianceVolume3D’, ‘MAX_PROBES’]
- class simvx.core.irradiance_volume.IrradianceVolume3D(extents=None, spacing=None, **kwargs)[source]¶
Bases:
simvx.core.nodes_3d.node3d.Node3DA baked diffuse-GI probe grid (SH-L1 per probe), design D10.
Initialization
- extents¶
‘Property(…)’
- spacing¶
‘Property(…)’
- intensity¶
‘Property(…)’
- bake_mode¶
‘Property(…)’
- update_budget¶
‘Property(…)’
- grid_dims() tuple[int, int, int][source]¶
Probe counts per axis, coarsened so the total stays within MAX_PROBES.
Each axis gets
floor(2*half / spacing) + 1probes (>= 1). If the product exceeds MAX_PROBES the spacing is effectively raised (counts scaled down) so the volume keeps spanning its full extents.
- bounds_world() tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3][source]¶
World AABB of the probe centres (probe (0,0,0) .. probe (nx-1,ny-1,nz-1)).
- probe_positions() numpy.ndarray[source]¶
World positions of every probe, shape (N, 3), index = x + nx*(y + ny*z).
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]¶
Wireframe box for the volume extents (12 edges).
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- render_layer¶
‘Property(…)’
- 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)¶
- face_along(forward: tuple[float, float, float] | numpy.ndarray, up: tuple[float, float, float] | numpy.ndarray | None = None) 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(…)’
- dynamic: bool¶
False
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property update_mode: simvx.core.descriptors.UpdateMode¶
- property visible: bool¶
- 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¶
- get_node_or_none(path: str) simvx.core.node.Node | None¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_update(dt: float) None¶
- on_fixed_update(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- queue_redraw() None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶