simvx.core.surface_tool

Procedural geometry construction tool and convenience mesh generators.

SurfaceTool provides a vertex-by-vertex mesh building API inspired by Godot’s SurfaceTool. ImmediateGeometry3D rebuilds its mesh every frame from a user callback, suitable for debug visualisations, trails, and dynamic geometry.

Usage::

from simvx.core import SurfaceTool, PrimitiveType

st = SurfaceTool()
st.begin(PrimitiveType.TRIANGLES)
st.set_normal((0, 1, 0))
st.set_uv((0, 0))
st.add_vertex((0, 0, 0))
st.set_uv((1, 0))
st.add_vertex((1, 0, 0))
st.set_uv((0.5, 1))
st.add_vertex((0.5, 1, 0))
mesh = st.commit()

Module Contents

Classes

PrimitiveType

Primitive topology for SurfaceTool.

SurfaceTool

Vertex-by-vertex mesh construction tool.

ImmediateGeometry3D

A 3D node whose mesh is rebuilt every frame via a callback.

Functions

create_box

Create a box mesh centred at the origin.

create_sphere

Create a UV sphere mesh centred at the origin.

create_cylinder

Create a cylinder mesh along the Y axis, centred at the origin.

create_plane

Create a flat plane on the XZ plane, centred at the origin.

create_capsule

Create a capsule mesh (cylinder with hemispherical caps) along the Y axis.

Data

API

simvx.core.surface_tool.log[source]

‘getLogger(…)’

simvx.core.surface_tool.__all__

[‘SurfaceTool’, ‘PrimitiveType’, ‘ImmediateGeometry3D’, ‘create_box’, ‘create_sphere’, ‘create_cylin…

class simvx.core.surface_tool.PrimitiveType[source]

Bases: enum.IntEnum

Primitive topology for SurfaceTool.

Initialization

Initialize self. See help(type(self)) for accurate signature.

TRIANGLES

0

LINES

1

POINTS

2

TRIANGLE_STRIP

3

__abs__()
__add__()
__and__()
__bool__()
__ceil__()
__delattr__()
__dir__()
__divmod__()
__eq__()
__float__()
__floor__()
__floordiv__()
__format__()
__ge__()
__getattribute__()
__getnewargs__()
__getstate__()
__gt__()
__hash__()
__index__()
__int__()
__invert__()
__le__()
__lshift__()
__lt__()
__mod__()
__mul__()
__ne__()
__neg__()
__new__()
__or__()
__pos__()
__pow__()
__radd__()
__rand__()
__rdivmod__()
__reduce__()
__reduce_ex__()
__repr__()
__rfloordiv__()
__rlshift__()
__rmod__()
__rmul__()
__ror__()
__round__()
__rpow__()
__rrshift__()
__rshift__()
__rsub__()
__rtruediv__()
__rxor__()
__setattr__()
__sizeof__()
__str__()
__sub__()
__subclasshook__()
__truediv__()
__trunc__()
__xor__()
as_integer_ratio()
bit_count()
bit_length()
conjugate()
class denominator
class imag
is_integer()
class numerator
class real
to_bytes()
__deepcopy__(memo)
__copy__()
name()
value()
class simvx.core.surface_tool.SurfaceTool[source]

Vertex-by-vertex mesh construction tool.

Accumulates vertex attributes then emits a Mesh on commit(). Set per-vertex attributes (normal, uv, colour) before calling add_vertex() – the current values are latched when the vertex is added.

Initialization

__slots__

(‘_primitive’, ‘_positions’, ‘_normals’, ‘_uvs’, ‘_colours’, ‘_indices’, ‘_cur_normal’, ‘_cur_uv’, ‘…

begin(primitive: simvx.core.surface_tool.PrimitiveType = PrimitiveType.TRIANGLES) None[source]

Start a new surface. Clears any previously accumulated data.

set_normal(normal: collections.abc.Sequence[float] | simvx.core.math.types.Vec3) None[source]

Set the normal for subsequent vertices.

set_uv(uv: collections.abc.Sequence[float] | simvx.core.math.types.Vec2) None[source]

Set the UV coordinate for subsequent vertices.

set_colour(colour: collections.abc.Sequence[float]) None[source]

Set the vertex colour (RGBA) for subsequent vertices.

add_vertex(position: collections.abc.Sequence[float] | simvx.core.math.types.Vec3) None[source]

Add a vertex with the currently set attributes.

add_index(index: int) None[source]

Add an index referencing a previously added vertex.

add_triangle_fan(vertices: collections.abc.Sequence[collections.abc.Sequence[float]], uvs: collections.abc.Sequence[collections.abc.Sequence[float]] | None = None, normals: collections.abc.Sequence[collections.abc.Sequence[float]] | None = None) None[source]

Add a triangle fan as indexed triangles.

The first vertex is the hub; triangles are formed with consecutive pairs of the remaining vertices.

generate_normals() None[source]

Auto-compute smooth normals from triangle geometry.

Only works when primitive type is TRIANGLES. Uses the index list if present, otherwise assumes every three consecutive vertices form a triangle.

generate_tangents() None[source]

Auto-compute tangents using Lengyel’s method (MikkTSpace-lite).

Stores tangent data on the resulting mesh as a tangents attribute (Nx4 float32 array with w = handedness). This is a best-effort implementation suitable for normal mapping.

commit() simvx.core.graphics.mesh.Mesh[source]

Build and return a Mesh from the accumulated vertex data.

clear() None[source]

Reset the tool for reuse (same as constructing a new instance).

property vertex_count: int

Number of vertices accumulated so far.

property index_count: int

Number of indices accumulated so far.

class simvx.core.surface_tool.ImmediateGeometry3D(**kwargs)[source]

Bases: simvx.core.nodes_3d.node3d.Node3D

A 3D node whose mesh is rebuilt every frame via a callback.

Override _draw_geometry or connect to the draw signal to provide geometry each frame. The node creates a fresh SurfaceTool, passes it to your callback, and commits the result as the renderable mesh.

Usage::

class MyTrail(ImmediateGeometry3D):
    def _draw_geometry(self, st: SurfaceTool) -> None:
        st.begin(PrimitiveType.TRIANGLES)
        # ... add vertices ...

Or with signals::

def draw_fn(st: SurfaceTool) -> None:
    st.begin(PrimitiveType.TRIANGLES)
    # ...

ig = ImmediateGeometry3D()
ig.draw.connect(draw_fn)

Initialization

process(dt: float) None[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
enter_tree() None
exit_tree() None
physics_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__()
simvx.core.surface_tool.create_box(size: float | collections.abc.Sequence[float] = 1.0) simvx.core.graphics.mesh.Mesh[source]

Create a box mesh centred at the origin.

Args: size: Uniform size (float) or per-axis extents (x, y, z).

Returns: A Mesh with 24 vertices and 36 indices.

simvx.core.surface_tool.create_sphere(radius: float = 1.0, rings: int = 16, sectors: int = 16) simvx.core.graphics.mesh.Mesh[source]

Create a UV sphere mesh centred at the origin.

Args: radius: Sphere radius. rings: Number of horizontal rings (latitude divisions). sectors: Number of vertical sectors (longitude divisions).

Returns: A Mesh with smooth normals and UVs.

simvx.core.surface_tool.create_cylinder(radius: float = 0.5, height: float = 1.0, segments: int = 16) simvx.core.graphics.mesh.Mesh[source]

Create a cylinder mesh along the Y axis, centred at the origin.

Args: radius: Cylinder radius. height: Total height. segments: Number of radial segments.

Returns: A Mesh with side, top cap, and bottom cap geometry.

simvx.core.surface_tool.create_plane(size: float | collections.abc.Sequence[float] = 1.0, subdivisions: int = 1) simvx.core.graphics.mesh.Mesh[source]

Create a flat plane on the XZ plane, centred at the origin.

Args: size: Uniform size (float) or (width, depth) tuple. subdivisions: Number of subdivisions per axis (1 = single quad).

Returns: A Mesh with upward-facing normals.

simvx.core.surface_tool.create_capsule(radius: float = 0.5, height: float = 1.0, rings: int = 8, sectors: int = 16) simvx.core.graphics.mesh.Mesh[source]

Create a capsule mesh (cylinder with hemispherical caps) along the Y axis.

Args: radius: Capsule radius. height: Total height including the hemispherical caps. rings: Number of rings per hemisphere. sectors: Number of radial sectors.

Returns: A Mesh with smooth normals.