simvx.core.nodes_3d.multimesh¶
MultiMesh and MultiMeshInstance3D – instanced rendering.
Module Contents¶
Classes¶
Resource holding per-instance transforms for mass rendering. |
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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.cube(), 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.
- class simvx.core.nodes_3d.multimesh.MultiMeshInstance3D(position=None, rotation=None, scale=None, **kwargs)[source]¶
Bases:
simvx.core.nodes_3d.node3d.Node3DRenders thousands of instances of a single mesh efficiently.
Attach a :class:
MultiMeshresource and the renderer will submit all instances in a single batch using the existing multi-draw indirect pipeline.Usage::
mm = MultiMesh(mesh=Mesh.cube(), instance_count=500) # ... populate transforms ... node = MultiMeshInstance3D(multi_mesh=mm) scene.add_child(node)
Initialization
- multi_mesh¶
‘Property(…)’
- material¶
‘Property(…)’
- property instance_count: int¶
Total instance count from the attached MultiMesh (0 if none).
- property visible_instance_count: int¶
Number of visible instances. Returns -1 to indicate all instances are visible.
- property model_matrix: numpy.ndarray¶
Global model matrix for this node (applied to all instances).
- 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__()¶