simvx.core.nodes_3d.spring_arm

SpringArm3D – camera collision avoidance arm for 3rd-person games.

Module Contents

Classes

SpringArm3D

Camera collision avoidance arm for 3rd-person games.

API

class simvx.core.nodes_3d.spring_arm.SpringArm3D(**kwargs)[source]

Bases: simvx.core.nodes_3d.node3d.Node3D

Camera collision avoidance arm for 3rd-person games.

Casts from its position along its forward (-Z) axis: a centre ray by default, or a swept sphere of shape_radius when that is positive. If geometry is hit, shortens the arm so children (typically a Camera3D) avoid clipping through walls.

Usage::

pivot = Node3D(name="Pivot")
arm = SpringArm3D(spring_length=5.0)
camera = Camera3D()
pivot.add_child(arm)
arm.add_child(camera)
# Camera auto-positions at arm tip, shortened if blocked

Initialization

spring_length

‘Property(…)’

margin

‘Property(…)’

collision_mask

‘Bitmask(…)’

shape_radius

‘Property(…)’

gizmo_colour

‘Colour(…)’

property hit_length: float[source]

Current computed arm length after the most recent collision check.

add_excluded_object(node) → None[source]

Exclude a specific body node from the springarm raycast.

remove_excluded_object(node) → None[source]

Remove an exclusion so the body node is considered again.

on_fixed_update(dt: float) → None[source]
get_gizmo_lines() → list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]

Return a line from pivot to arm tip, plus a cross at the tip.

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_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__()