simvx.core.rain¶
Rain3D: a camera-relative GPU rain volume (design RM-E3).
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
snapping the emitter to the active camera each frame so the downpour always surrounds the viewer (a camera-relative volume), and
reading the
WorldEnvironmentwind – 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¶
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.GPUParticles3DA camera-following GPU rain emitter.
Example::
rain = scene.add_child(Rain3D(radius=16.0, fall_speed=22.0, amount=8000))
radius/heightsize the falling volume centred above the camera;fall_speedis the downward launch speed;wind_responsescales how much theWorldEnvironmentwind 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(…)’
- 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(…)’
- 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
- 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_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__()¶