simvx.core.shapecast

ShapeCast2D and ShapeCast3D — Swept shape query nodes.

Module Contents

Classes

ShapeCast2D

Swept shape query node for 2D. Like a thick raycast.

ShapeCast3D

Swept shape query node for 3D. Like a thick raycast.

API

class simvx.core.shapecast.ShapeCast2D(shape: simvx.core.collision.CollisionShape | None = None, **kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

Swept shape query node for 2D. Like a thick raycast.

Sweeps a collision shape from this node’s global position to world_position + target_position, reporting all bodies intersected.

Initialization

target_position

‘Property(…)’

collision_mask

‘Property(…)’

max_results

‘Property(…)’

enabled

‘Property(…)’

exclude_parent

‘Property(…)’

margin

‘Property(…)’

gizmo_colour

‘Property(…)’

collision_detected

‘Signal(…)’

get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]

Return arrow line from position to target_position in world space.

property shape: simvx.core.collision.CollisionShape
property is_colliding: bool
property collision_count: int
get_collider(index: int = 0) Any[source]
get_collision_point(index: int = 0) simvx.core.math.types.Vec2[source]
get_collision_normal(index: int = 0) simvx.core.math.types.Vec2[source]
get_collision_fraction(index: int = 0) float[source]
force_update()[source]
enter_tree()[source]
exit_tree()[source]
physics_process(dt: float)[source]
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 position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
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
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(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
process(dt: float) None
draw(renderer) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
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
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
class simvx.core.shapecast.ShapeCast3D(shape: simvx.core.collision.CollisionShape | None = None, **kwargs)[source]

Bases: simvx.core.nodes_3d.node3d.Node3D

Swept shape query node for 3D. Like a thick raycast.

Sweeps a collision shape from this node’s global position to world_position + target_position, reporting all bodies intersected.

Initialization

target_position

‘Property(…)’

collision_mask

‘Property(…)’

max_results

‘Property(…)’

enabled

‘Property(…)’

exclude_parent

‘Property(…)’

margin

‘Property(…)’

gizmo_colour

‘Property(…)’

collision_detected

‘Signal(…)’

get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]

Return arrow line from position to target_position in world space.

property shape: simvx.core.collision.CollisionShape
property is_colliding: bool
property collision_count: int
get_collider(index: int = 0) Any[source]
get_collision_point(index: int = 0) simvx.core.math.types.Vec3[source]
get_collision_normal(index: int = 0) simvx.core.math.types.Vec3[source]
get_collision_fraction(index: int = 0) float[source]
force_update()[source]
enter_tree()[source]
exit_tree()[source]
physics_process(dt: float)[source]
render_layer

‘Property(…)’

property position
property rotation: simvx.core.math.types.Quat
property scale
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)
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
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(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
process(dt: float) None
draw(renderer) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
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
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()