simvx.core.rain

Rain3D: a camera-relative GPU rain volume.

A thin specialisation of :class:GPUParticles3D that fills a volume around the active camera with fast-falling droplets and slants them with the scene wind. It reuses the GPU particle simulation wholesale (there is no new render pass and no new GPU binding): the only rain-specific behaviour is

  1. snapping the emitter to the active camera each frame so the downpour always surrounds the viewer (a camera-relative volume), and

  2. reading the WorldEnvironment wind – the same source that populates the FrameGlobals wind slot the wet-surface shader reads – to slant the fall.

Zero-cost when unused: a scene with no Rain3D emits nothing and touches no new code path. Pair it with wetness_affected materials and a WorldEnvironment whose wetness / rain_intensity / ripple_strength are non-zero to make the ground read as wet under the downpour.

Module Contents

Classes

Rain3D

A camera-following GPU rain emitter.

Data

API

simvx.core.rain.__all__

[‘Rain3D’]

class simvx.core.rain.Rain3D(**kwargs)[source]

Bases: simvx.core.gpu_particles.GPUParticles3D

A camera-following GPU rain emitter.

Example::

rain = scene.add_child(Rain3D(radius=16.0, fall_speed=22.0, amount=8000))

radius/height size the falling volume centred above the camera; fall_speed is the downward launch speed; wind_response scales how much the WorldEnvironment wind slants the drops. All the underlying emitter dials (amount, lifetime, start_colour …) remain available.

Initialization

radius

‘Property(…)’

height

‘Property(…)’

fall_speed

‘Property(…)’

wind_response

‘Property(…)’

follow_camera

‘Property(…)’

on_update(dt: float)[source]
amount

‘Property(…)’

lifetime

‘Property(…)’

emitting

‘Property(…)’

one_shot

‘Property(…)’

speed

‘Property(…)’

speed_variance

‘Property(…)’

direction

‘Property(…)’

spread

‘Property(…)’

spread_pattern

‘Property(…)’

spread_points

‘Property(…)’

gravity

‘Property(…)’

damping

‘Property(…)’

emission_shape

‘Property(…)’

emission_radius

‘Property(…)’

emission_box

‘Property(…)’

start_colour

‘Colour(…)’

end_colour

‘Colour(…)’

start_scale

‘Property(…)’

end_scale

‘Property(…)’

streak

‘Property(…)’

near_fade

‘Property(…)’

explosiveness

‘Property(…)’

randomness

‘Property(…)’

fixed_fps

‘Property(…)’

preprocess

‘Property(…)’

local_coords

‘Property(…)’

finished

‘Signal(…)’

property emitter_config: dict
restart()
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_fixed_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__()