simvx.core.nodes_3d.node3d¶
Node3D – base 3D spatial node.
Module Contents¶
Classes¶
3D spatial node with position, rotation, and scale. |
API¶
- class simvx.core.nodes_3d.node3d.Node3D(position=None, rotation=None, scale=None, **kwargs)[source]¶
Bases:
simvx.core.node.Node3D spatial node with position, rotation, and scale.
Extends
Nodewith a 3D transform and cached global-transform propagation through the hierarchy. All 3D objects – meshes, cameras, lights – inherit from this.Attributes: position: Local position as
Vec3. rotation: Local rotation asQuat(quaternion). scale: Local scale asVec3(default(1, 1, 1)).Example::
cube = Node3D(position=(0, 2, -5), name="Cube") cube.rotate_y(math.radians(45)) print(cube.forward) # unit vector along the local -Z axis
Initialization
- render_layer¶
‘Property(…)’
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
Euler angles in degrees (convenience for editor display).
- 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)[source]¶
Move by offset in local space.
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)[source]¶
Move by offset in world space.
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)[source]¶
Rotate around an axis by the given angle in radians.
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)[source]¶
Rotate to face a target position in world space.
- set_render_layer(index: int, enabled: bool = True) None[source]¶
Enable or disable a specific render layer (0-31).
- is_on_render_layer(index: int) bool[source]¶
Check if this node is on a specific render layer (0-31).
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)[source]¶
Wrap position within a 3D volume centered at origin.
- 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__()¶