simvx.core.nodes_3d.multimesh

MultiMesh and MultiMeshInstance3D – instanced rendering.

Module Contents

Classes

MultiMesh

Resource holding per-instance transforms for mass rendering.

MultiMeshInstance3D

Renders thousands of instances of a single mesh efficiently.

API

class simvx.core.nodes_3d.multimesh.MultiMesh(mesh=None, instance_count: int = 0)[source]

Resource holding per-instance transforms for mass rendering.

Stores transforms (and optional per-instance colours / custom data) as flat numpy arrays suitable for bulk GPU upload. Used by MultiMeshInstance3D.

Usage::

mm = MultiMesh(mesh=Mesh.box(), instance_count=1000)
for i in range(1000):
    mm.set_instance_transform(i, mat4_from_trs(Vec3(i, 0, 0), Quat(), Vec3(1)))

Initialization

__slots__

(‘mesh’, ‘instance_count’, ‘transforms’, ‘colours’, ‘custom_data’, ‘_dirty’, ‘colour_materials’, ‘…

set_instance_transform(index: int, transform: numpy.ndarray) → None[source]

Set the 4x4 model matrix for a single instance.

set_instance_colour(index: int, colour: tuple[float, ...]) → None[source]

Set per-instance RGBA colour override. Allocates colour array on first use.

set_instance_custom_data(index: int, data: tuple[float, ...] | numpy.ndarray) → None[source]

Set per-instance vec4 custom data. Allocates array on first use.

set_all_transforms(transforms: numpy.ndarray) → None[source]

Bulk-set all instance transforms from an (N, 4, 4) array.

set_all_colours(colours: numpy.ndarray) → None[source]

Bulk-set all instance colours from an (N, 4) array.

set_all_custom_data(data: numpy.ndarray) → None[source]

Bulk-set all custom data from an (N, 4) array.

set_buffer(transforms: numpy.ndarray) → None[source]

Bulk-set transforms from an (N, 4, 4) array, resizing if needed.

set_instance_count(count: int) → None[source]

Set instance count, allocating/resizing buffers as needed.

resize(new_count: int) → None[source]

Resize the instance arrays, preserving existing data where possible.

class simvx.core.nodes_3d.multimesh.MultiMeshInstance3D(**kwargs)[source]

Bases: simvx.core.nodes_3d.node3d.Node3D

Renders thousands of instances of a single mesh efficiently.

Attach a :class:MultiMesh resource and the renderer will submit all instances in a single batch using the existing multi-draw indirect pipeline.

Usage::

mm = MultiMesh(mesh=Mesh.box(), instance_count=500)
# ... populate transforms ...
node = MultiMeshInstance3D(multi_mesh=mm)
scene.add_child(node)

Initialization

multi_mesh

‘Property(…)’

material

‘Property(…)’

property instance_count: int[source]

Total instance count from the attached MultiMesh (0 if none).

property visible_instance_count: int[source]

Number of visible instances. Returns -1 to indicate all instances are visible.

property model_matrix: numpy.ndarray[source]

Global model matrix for this node (applied to all instances).

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

dev_checks: ClassVar[bool]

None

dev_warnings: ClassVar[bool]

None

freeze_check_interval: ClassVar[float]

1.0

dynamic: bool

False

visible

‘Property(…)’

update_mode

‘Property(…)’

focus_mode

‘Property(…)’

drag_threshold

‘Property(…)’

focus_entered

‘Signal(…)’

focus_exited

‘Signal(…)’

__properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
property input_player: simvx.core.input.players.InputPlayer
property input_context: simvx.core.input.contexts.InputContext | None
reset_error() → None
add_child(node: simvx.core.node.T) → simvx.core.node.T
remove_child(node: simvx.core.node.Node) → None
reparent(new_parent: simvx.core.node.Node)
node_at(path, default=_NO_DEFAULT)
find(target, *, direct: bool = False)
find_all(target, *, direct: bool = False)
expect(target, *, direct: bool = False)
ancestor(target)
walk(*, include_self: bool = True) → collections.abc.Iterator[simvx.core.node.Node]
property path: str
property is_scene_root: bool
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(canvas) → None
on_draw_3d(gizmos) → None
on_picked(event: simvx.core.input.events.PickEvent) → bool | None
on_gui_input(event: simvx.core.input.events.GuiInputEvent) → bool | None
start_coroutine(gen: simvx.core.descriptors.Coroutine) → simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
property focused: bool
property focus_rect: tuple[float, float, float, float] | None
drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) → float
grab_focus() → None
release_focus() → None
capture_pointer(pointer_id: int | None = None) → None
release_pointer(pointer_id: int | None = None) → None
queue_redraw() → None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
property destroyed: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) → None
property app
property tree: simvx.core.scene_tree.SceneTree
property viewport_size: simvx.core.math.types.Vec2
property viewport_insets: tuple[float, float, float, float]
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() → dict[str, simvx.core.descriptors.Property]
__repr__()