simvx.core.ocean¶
OceanSurface3D: a large open-sea plane driven by the FFT ocean (design D11).
Where :class:~simvx.core.water.WaterSurface3D displaces its grid by a handful
of analytic Gerstner waves, an :class:OceanSurface3D displaces it by a sampled
FFT ocean: a Tessendorf Phillips spectrum inverse-transformed into per-cascade
displacement + slope + foam maps (see the renderer’s ocean pass). It reuses the
- class:
~simvx.core.water.WaterMaterialvalue object for shading (colour, depth fade, Fresnel, refraction, foam) exactly like the built-in water pass (design D16); the difference is entirely in how the surface is displaced and how its normal + foam are derived.
The wind that drives the spectrum comes from the scene WorldEnvironment
(FrameGlobals wind), and the cascade texture size + count come from the graphics
quality tier (QualitySettings.ocean_size / ocean_cascades), so an ocean
scales with the same one dial as the rest of the renderer. Place the node at sea
level: its world XZ plane (local +Y up) is the mean surface.
Example::
sea = OceanSurface3D(position=(0, 0, 0), size=(600, 600), subdivisions=256)
sea.material = WaterMaterial(wave_amplitude=1.4, wave_steepness=0.7)
scene.add_child(sea)
Module Contents¶
Classes¶
A large FFT-ocean plane rendered by the built-in ocean pass. |
Data¶
API¶
- simvx.core.ocean.__all__¶
[‘OceanSurface3D’]
- class simvx.core.ocean.OceanSurface3D(material: simvx.core.water.WaterMaterial | None = None, **kwargs)[source]¶
Bases:
simvx.core.nodes_3d.node3d.Node3DA large FFT-ocean plane rendered by the built-in ocean pass.
Properties: size: Ocean plane extent in world units (x, z). Make it large: the FFT cascades tile across it, so a big plane reads as open sea. subdivisions: Grid resolution per axis. Higher resolves the FFT displacement more finely near the camera (at more vertices). visible: Standard Node visibility; a hidden surface neither draws nor triggers the scene colour/depth copy the refraction reads.
Initialization
- size¶
‘Property(…)’
- subdivisions¶
‘Property(…)’
- gizmo_colour¶
‘Property(…)’
- property material: simvx.core.water.WaterMaterial[source]¶
The :class:
WaterMaterialcontrolling this ocean’s shading.
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]¶
Editor gizmo: the mean-surface rectangle at the node’s world plane.
- 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
- script_error_raised¶
‘Signal(…)’
- dynamic: bool¶
False
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property update_mode: simvx.core.descriptors.UpdateMode¶
- property visible: bool¶
- 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¶
- get_node_or_none(path: str) simvx.core.node.Node | None¶
- find(target, *, direct: bool = False)¶
- find_all(target, *, direct: bool = False)¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- 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(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- queue_redraw() None¶
- property render_dirty: bool¶
- clear_children()¶
- destroy()¶
- call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- property physics¶
- property physics_2d¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶