simvx.core.mesh_instance_2d

MeshInstance2D — custom 2D mesh rendering node.

Renders arbitrary 2D geometry defined by vertices, indices, UVs, and per-vertex colours. Useful for deformable shapes, terrain slices, soft-body visuals, and any geometry that doesn’t fit a simple sprite or polygon.

Module Contents

Classes

Mesh2D

Immutable-ish 2D mesh data: vertices, triangle indices, UVs, and per-vertex colours.

MeshInstance2D

Renders a custom 2D mesh defined by a :class:Mesh2D.

Data

API

simvx.core.mesh_instance_2d.log[source]

‘getLogger(…)’

simvx.core.mesh_instance_2d.__all__

[‘Mesh2D’, ‘MeshInstance2D’]

class simvx.core.mesh_instance_2d.Mesh2D[source]

Immutable-ish 2D mesh data: vertices, triangle indices, UVs, and per-vertex colours.

Vertices and UVs are stored as (N, 2) float32 arrays. Colours are (N, 4) float32 RGBA. Indices are a flat uint32 array where every three consecutive values form one triangle.

Factory class-methods create common primitives with correct winding and UVs.

vertices: numpy.ndarray

‘field(…)’

indices: numpy.ndarray

‘field(…)’

uvs: numpy.ndarray

‘field(…)’

colours: numpy.ndarray

‘field(…)’

__post_init__()[source]
property vertex_count: int
property triangle_count: int
property is_empty: bool
get_aabb() tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2][source]

Axis-aligned bounding box as (min_corner, max_corner).

classmethod from_polygon(points: list | numpy.ndarray) simvx.core.mesh_instance_2d.Mesh2D[source]

Fan-triangulate a convex polygon.

Points should be in order (CW or CCW). UVs are derived from the bounding box. All vertices share white colour.

classmethod from_rect(width: float, height: float, centered: bool = True) simvx.core.mesh_instance_2d.Mesh2D[source]

Axis-aligned rectangle as two triangles.

When centered the origin is at the rectangle centre; otherwise it is at the top-left corner.

classmethod from_circle(radius: float, segments: int = 32) simvx.core.mesh_instance_2d.Mesh2D[source]

Regular polygon approximating a circle centred at the origin.

classmethod from_grid(width: float, height: float, cols: int, rows: int, centered: bool = True) simvx.core.mesh_instance_2d.Mesh2D[source]

Subdivided rectangle useful for terrain slices or deformation grids.

Creates a cols x rows quad grid ((cols+1)*(rows+1) vertices).

class simvx.core.mesh_instance_2d.MeshInstance2D(mesh: simvx.core.mesh_instance_2d.Mesh2D | None = None, texture: Any = None, modulate: tuple = (1.0, 1.0, 1.0, 1.0), position=None, rotation: float = 0.0, scale=None, **kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

Renders a custom 2D mesh defined by a :class:Mesh2D.

The mesh vertices are in local space and transformed by the node’s position, rotation, and scale before drawing. An optional texture and modulate colour tint the output.

Example::

mesh = Mesh2D.from_rect(64, 64)
node = MeshInstance2D(mesh=mesh, modulate=(1, 0, 0, 1))
root.add_child(node)

Initialization

texture

‘Property(…)’

modulate

‘Property(…)’

property mesh: simvx.core.mesh_instance_2d.Mesh2D | None
draw(renderer) None[source]

Emit mesh triangles through the renderer’s immediate-mode API.

to_dict() dict[source]

Serialise to a dictionary.

classmethod from_dict(data: dict) simvx.core.mesh_instance_2d.MeshInstance2D[source]

Deserialise from a dictionary.

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_position: 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
find_all(node_type: type, recursive: bool = True) list
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
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__()