simvx.core.physics_nodes¶
Physics/collision nodes: CharacterBody, CollisionShape, Area, ShapeCast (2D and 3D).
Module Contents¶
Classes¶
2D node with velocity, movement, and collision response. |
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2D collision shape: circle (default) or axis-aligned rectangle. |
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2D trigger zone that detects overlapping bodies and areas. |
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3D node with velocity, movement, and collision response. |
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Sphere, axis-aligned box, or Y-axis capsule collision shape. |
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3D trigger zone that detects overlapping bodies and areas. |
Data¶
API¶
- simvx.core.physics_nodes.log¶
‘getLogger(…)’
- class simvx.core.physics_nodes.CharacterBody2D(collision=None, **kwargs)[source]¶
Bases:
simvx.core.physics_nodes._CharacterBodyBase,simvx.core.nodes_2d.node2d.Node2D2D node with velocity, movement, and collision response.
Uses CollisionShape2D children for circle or rectangle collision. Screen coordinates: Y-down, so floor normal defaults to (0, -1).
Initialization
- collision_layer¶
‘Bitmask(…)’
- collision_mask¶
‘Bitmask(…)’
- max_slides¶
‘Property(…)’
- max_substeps¶
‘Property(…)’
- move_and_slide(dt: float = 1.0)[source]¶
Apply velocity with collision response. Resolves overlaps and slides along surfaces.
Sub-stepping prevents tunneling at high velocities by splitting movement into ceil(disp / col_radius) iterations, capped at
max_substeps. The cap protects frame rate at the risk of tunneling for extreme velocities; raise it for fast bullets/projectiles.
- get_overlapping(group: str = None, body_type: type = None) list[simvx.core.physics_nodes.CharacterBody2D][source]¶
Find all CharacterBody2D nodes whose collision overlaps ours.
- is_on_floor() bool¶
- is_on_wall() bool¶
- is_on_ceiling() bool¶
- 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_physics_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_nodes.CollisionShape2D(**kwargs)[source]¶
Bases:
simvx.core.physics_nodes._CollisionShapeBase,simvx.core.nodes_2d.node2d.Node2D2D collision shape: circle (default) or axis-aligned rectangle.
Circle mode (default): set
radius. Rectangle mode: setextentsto aVec2(half_width, half_height). Whenextentsis non-zero the shape is treated as an AABB andradiusis ignored for overlap tests.Initialization
- radius¶
‘Property(…)’
- extents¶
‘Property(…)’
- gizmo_colour¶
‘Colour(…)’
- overlaps(other: simvx.core.physics_nodes.CollisionShape2D) bool[source]¶
Test overlap with another CollisionShape2D (circle or rect).
- overlaps_point(point: tuple[float, float] | numpy.ndarray) bool[source]¶
Test if a point is inside this shape.
- get_penetration(other: simvx.core.physics_nodes.CollisionShape2D) tuple[simvx.core.math.types.Vec2, float] | None[source]¶
Return
(normal, depth)to push self out of other, orNone.
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]¶
Return wireframe line segments for the collision shape in world space.
- 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_physics_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_nodes.Area2D(**kwargs)[source]¶
Bases:
simvx.core.physics_nodes._AreaBase,simvx.core.nodes_2d.node2d.Node2D2D trigger zone that detects overlapping bodies and areas.
Add CollisionShape2D children to define the detection region. Emits body_entered/body_exited when CharacterBody2D nodes overlap, and area_entered/area_exited for other Area2D nodes.
Initialization
- collision_layer¶
‘Bitmask(…)’
- collision_mask¶
‘Bitmask(…)’
- monitoring¶
‘Property(…)’
- gizmo_colour¶
‘Colour(…)’
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]¶
Return gizmo lines from child collision shapes, or a default diamond if none.
- property overlapping_bodies: list¶
- property overlapping_areas: list¶
- has_overlapping_bodies() bool¶
- has_overlapping_areas() bool¶
- 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__()¶
- class simvx.core.physics_nodes.CharacterBody3D(collision=None, **kwargs)[source]¶
Bases:
simvx.core.physics_nodes._CharacterBodyBase,simvx.core.nodes_3d.node3d.Node3D3D node with velocity, movement, and collision response.
Uses CollisionShape3D children: sphere, box, or capsule. Y-up convention: floor normal defaults to
(0, 1, 0). Collision response routes through :meth:CollisionShape3D.get_penetration, so all shape pairings the shape node supports work transparently here.Initialization
- collision_layer¶
‘Bitmask(…)’
- collision_mask¶
‘Bitmask(…)’
- max_slides¶
‘Property(…)’
- move_and_slide(dt: float = 1.0)[source]¶
Apply velocity with collision response. Resolves overlaps and slides along surfaces.
- get_overlapping(group: str = None, body_type: type = None) list[simvx.core.physics_nodes.CharacterBody3D][source]¶
- is_on_floor() bool¶
- is_on_wall() bool¶
- is_on_ceiling() bool¶
- 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_physics_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_nodes.CollisionShape3D(**kwargs)[source]¶
Bases:
simvx.core.physics_nodes._CollisionShapeBase,simvx.core.nodes_3d.node3d.Node3DSphere, axis-aligned box, or Y-axis capsule collision shape.
Set :attr:
kindto pick the shape."sphere"uses :attr:radius,"box"uses :attr:extents(Vec3 of half-widths in X/Y/Z), and"capsule"is a Y-axis capsule with :attr:radius+ :attr:height(total height including hemispherical caps;height >= 2 * radiusfor a meaningful cylinder section). Mirrors the 2D pattern but uses an explicitkindenum because three shape variants don’t auto-detect cleanly the way 2D’s circle/rect does.Initialization
- kind¶
‘Property(…)’
- radius¶
‘Property(…)’
- extents¶
‘Property(…)’
- height¶
‘Property(…)’
- pickable¶
‘Property(…)’
- gizmo_colour¶
‘Colour(…)’
- overlaps(other: simvx.core.physics_nodes.CollisionShape3D) bool[source]¶
- get_penetration(other: simvx.core.physics_nodes.CollisionShape3D) tuple[simvx.core.math.types.Vec3, float] | None[source]¶
Return
(normal, depth)to push self out of other, orNone.Sphere-sphere, sphere-box, and box-box are analytic. Capsule pairings approximate via the closest-points-on-segment reduction described in
- Meth:
overlaps: accurate for vertical capsules (the common stand-up character collider) and good enough for sliding response on near-axis cases. A future GJK+EPA pass can replace this for full general capsule contact resolution.
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]¶
Return wireframe line segments for the collision shape.
- 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_physics_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_nodes.Area3D(**kwargs)[source]¶
Bases:
simvx.core.physics_nodes._AreaBase,simvx.core.nodes_3d.node3d.Node3D3D trigger zone that detects overlapping bodies and areas.
Add CollisionShape3D children to define the detection region. Emits body_entered/body_exited when CharacterBody3D nodes overlap, and area_entered/area_exited for other Area3D nodes.
Initialization
- collision_layer¶
‘Bitmask(…)’
- collision_mask¶
‘Bitmask(…)’
- monitoring¶
‘Property(…)’
- gizmo_colour¶
‘Colour(…)’
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]¶
Return gizmo lines from child collision shapes, or a small axis cross if none.
- property overlapping_bodies: list¶
- property overlapping_areas: list¶
- has_overlapping_bodies() bool¶
- has_overlapping_areas() bool¶
- 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__()¶