simvx.core.physics._raycasting¶
Persistent raycast query nodes: RayCast2D and RayCast3D.
Private leaf module: import via the simvx.core.physics facade.
Module Contents¶
Classes¶
Data¶
API¶
- simvx.core.physics._raycasting.__all__¶
[‘RayCast2D’, ‘RayCast3D’]
- class simvx.core.physics._raycasting.RayCast3D(target_position=None, collision_mask: int = 4294967295, enabled: bool = True, **kwargs)[source]¶
Bases:
simvx.core.nodes_3d.node3d.Node3DPersistent ray query node for 3D physics.
Casts a ray from the node’s global position towards
target_position(in local space) each physics frame and caches the result. Useful for ground detection, line-of-sight checks, lasers, etc.Example: ray = RayCast3D(target_position=Vec3(0, -2, 0)) player.add_child(ray) # Later, in physics_process: if ray.is_colliding(): print(“Hit:”, ray.collider, “at”, ray.collision_point)
Initialization
- target_position¶
‘Property(…)’
- collision_mask¶
‘Bitmask(…)’
- enabled¶
‘Property(…)’
- gizmo_colour¶
‘Property(…)’
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]¶
Return ray line with arrowhead from position to target in world space.
- property collider: simvx.core.nodes_3d.node3d.Node3D | None[source]¶
The first body hit, or None.
- property collision_point: simvx.core.math.types.Vec3[source]¶
World-space collision point of the first hit.
- property collision_normal: simvx.core.math.types.Vec3[source]¶
Outward surface normal at the first hit (zero vector if no hit).
- property all_hits: list[simvx.core.collision.RayHit][source]¶
All hits from the last cast, sorted by distance.
- 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(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- 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¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- 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_process(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)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core.physics._raycasting.RayCast2D(target_position=None, collision_mask: int = 4294967295, enabled: bool = True, **kwargs)[source]¶
Bases:
simvx.core.nodes_2d.node2d.Node2DPersistent ray query node for 2D physics.
Casts a ray from the node’s global position towards
target_position(in local space) each physics frame and caches the result.Example: ray = RayCast2D(target_position=Vec2(0, 100)) player.add_child(ray) if ray.is_colliding(): print(“Hit:”, ray.collider)
Initialization
- target_position¶
‘Property(…)’
- collision_mask¶
‘Bitmask(…)’
- enabled¶
‘Property(…)’
- gizmo_colour¶
‘Property(…)’
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]¶
Return ray line with arrowhead from position to target in world space.
- property collider: simvx.core.nodes_2d.node2d.Node2D | None[source]¶
The first body hit, or None.
- property collision_point: simvx.core.math.types.Vec2[source]¶
World-space collision point of the first hit.
- property collision_normal: simvx.core.math.types.Vec2[source]¶
Outward surface normal at the first hit (zero vector if no hit).
- property all_hits: list[simvx.core.collision.RayHit][source]¶
All hits from the last cast, sorted by distance.
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- 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¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- 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_process(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)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶