3D Lighting¶
Directional and orbiting point lights.
▶ Run in browserTags: 3d
Demonstrates:
DirectionalLight3D for sun-like parallel illumination
Two coloured PointLight3D sources with intensity and range falloff
Point lights animated on a continuous orbit, with emissive marker bulbs
Grid of cubes and a ground plane lit by the combined light setup
Orbit camera with adjustable pitch
Controls: Left / Right - Orbit camera left / right Up / Down - Raise / lower camera pitch Escape - Quit
Run: uv run python examples/features/3d/lighting.py
Source¶
1"""3D Lighting: Directional and orbiting point lights.
2
3# /// simvx
4# web = { width = 1280, height = 720 }
5# ///
6
7Demonstrates:
8 - DirectionalLight3D for sun-like parallel illumination
9 - Two coloured PointLight3D sources with intensity and range falloff
10 - Point lights animated on a continuous orbit, with emissive marker bulbs
11 - Grid of cubes and a ground plane lit by the combined light setup
12 - Orbit camera with adjustable pitch
13
14Controls:
15 Left / Right - Orbit camera left / right
16 Up / Down - Raise / lower camera pitch
17 Escape - Quit
18
19Run: uv run python examples/features/3d/lighting.py
20"""
21
22import math
23
24from simvx.core import (
25 Camera3D,
26 DirectionalLight3D,
27 Input,
28 InputMap,
29 Key,
30 Material,
31 Mesh,
32 MeshInstance3D,
33 Node,
34 PointLight3D,
35 Text2D,
36 WorldEnvironment,
37)
38from simvx.graphics import App
39
40
41class LightingScene(Node):
42 def on_ready(self):
43 InputMap.add_action("orbit_left", [Key.LEFT])
44 InputMap.add_action("orbit_right", [Key.RIGHT])
45 InputMap.add_action("pitch_up", [Key.UP])
46 InputMap.add_action("pitch_down", [Key.DOWN])
47 InputMap.add_action("quit", [Key.ESCAPE])
48
49 # Camera orbit parameters
50 self._cam_angle = 0.0 # horizontal orbit angle (radians)
51 self._cam_pitch = 0.3 # vertical pitch (radians)
52 self._cam_dist = 15.0
53 self._cam = Camera3D()
54 self.add_child(self._cam)
55 self._update_camera()
56
57 # Dark background so the coloured point-light pools read clearly, with
58 # just enough ambient fill to keep unlit faces from crushing to black.
59 env = self.add_child(WorldEnvironment())
60 env.sky_colour_top = (0.02, 0.02, 0.03, 1.0)
61 env.sky_colour_bottom = (0.04, 0.04, 0.05, 1.0)
62 env.ambient_light_colour = (0.06, 0.06, 0.08, 1.0)
63
64 # Ground plane so the cubes + point lights don't float in pure black.
65 ground = self.add_child(MeshInstance3D(
66 mesh=Mesh.cube(),
67 material=Material(colour=(0.32, 0.34, 0.38, 1.0), roughness=0.9, metallic=0.0),
68 position=(0, 0, -1.05),
69 scale=(20, 20, 0.1),
70 ))
71 _ = ground # silence "unused" diagnostics; child is retained via add_child
72
73 # Grid of cubes (shared mesh)
74 cube_mesh = Mesh.cube()
75 colours = [
76 (0.9, 0.2, 0.2, 1),
77 (0.2, 0.9, 0.2, 1),
78 (0.2, 0.2, 0.9, 1),
79 (0.9, 0.9, 0.2, 1),
80 (0.9, 0.2, 0.9, 1),
81 (0.2, 0.9, 0.9, 1),
82 ]
83 # The scene is Z-up: lay the grid out in the XY plane, cube bases
84 # resting on the ground (ground top is at z=-1, cube half-height 1).
85 for i, (x, y) in enumerate([(-4, -3), (0, -3), (4, -3), (-4, 3), (0, 3), (4, 3)]):
86 mat = Material(colour=colours[i], roughness=0.4, metallic=0.1)
87 cube = MeshInstance3D(mesh=cube_mesh, material=mat, position=(x, y, 0), scale=(2, 2, 2))
88 self.add_child(cube)
89
90 # Directional light: dimmed to a soft key so the dark scene stays moody
91 # and the coloured point-light pools dominate rather than a daylit sun.
92 sun = DirectionalLight3D(position=(5, 10, -5))
93 sun.colour = (1.0, 0.95, 0.8)
94 sun.intensity = 0.5
95 sun.look_at((0, 0, 0))
96 self.add_child(sun)
97
98 # Point lights (coloured)
99 self._red_light = PointLight3D(position=(5, 0, 3.0))
100 self._red_light.colour = (1.0, 0.2, 0.1)
101 self._red_light.intensity = 2.6
102 self._red_light.range = 12.0
103 self.add_child(self._red_light)
104
105 self._blue_light = PointLight3D(position=(-5, 0, 3.0))
106 self._blue_light.colour = (0.1, 0.3, 1.0)
107 self._blue_light.intensity = 2.6
108 self._blue_light.range = 12.0
109 self.add_child(self._blue_light)
110
111 # Small visible markers at the light positions: emissive so they
112 # read as bright "bulbs" even though they don't contribute light
113 # themselves (the PointLight3D beside them does).
114 marker_mesh = Mesh.sphere(radius=0.18, rings=12, segments=16)
115 self._red_marker = self.add_child(MeshInstance3D(
116 mesh=marker_mesh,
117 material=Material(
118 colour=(1.0, 0.25, 0.15, 1.0),
119 emissive_colour=(1.0, 0.25, 0.15, 6.0),
120 roughness=0.4, metallic=0.0,
121 ),
122 position=self._red_light.position,
123 ))
124 self._blue_marker = self.add_child(MeshInstance3D(
125 mesh=marker_mesh,
126 material=Material(
127 colour=(0.2, 0.4, 1.0, 1.0),
128 emissive_colour=(0.2, 0.4, 1.0, 6.0),
129 roughness=0.4, metallic=0.0,
130 ),
131 position=self._blue_light.position,
132 ))
133
134 # HUD
135 self._hud = Text2D(
136 text="Arrow keys: orbit camera | ESC to quit",
137 position=(10, 10), font_scale=1.5,
138 )
139 self.add_child(self._hud)
140 self._fps_text = Text2D(text="FPS: --", position=(10, 35), font_scale=1.0)
141 self.add_child(self._fps_text)
142
143 self._time = 0.0
144 self._fps_accum = 0.0
145 self._fps_frames = 0
146
147 def _update_camera(self):
148 d = self._cam_dist
149 a = self._cam_angle
150 p = self._cam_pitch
151 x = d * math.cos(p) * math.sin(a)
152 y = -d * math.cos(p) * math.cos(a)
153 z = d * math.sin(p)
154 self._cam.position = (x, y, z)
155 self._cam.look_at((0, 0, 0), up=(0, 0, 1))
156
157 def on_update(self, dt):
158 if Input.is_action_just_pressed("quit"):
159 self.app.quit()
160 return
161
162 self._time += dt
163
164 # FPS counter (update every 0.5s)
165 self._fps_accum += dt
166 self._fps_frames += 1
167 if self._fps_accum >= 0.5:
168 fps = self._fps_frames / self._fps_accum
169 self._fps_text.text = f"FPS: {fps:.0f}"
170 self._fps_accum = 0.0
171 self._fps_frames = 0
172
173 # Camera orbit via arrow keys
174 rot_speed = 1.5
175 if Input.is_action_pressed("orbit_right"):
176 self._cam_angle += rot_speed * dt
177 if Input.is_action_pressed("orbit_left"):
178 self._cam_angle -= rot_speed * dt
179 if Input.is_action_pressed("pitch_up"):
180 self._cam_pitch = min(self._cam_pitch + rot_speed * dt, 1.4)
181 if Input.is_action_pressed("pitch_down"):
182 self._cam_pitch = max(self._cam_pitch - rot_speed * dt, -0.2)
183 self._update_camera()
184
185 # Orbit point lights in the (Z-up) XY ground plane at a fixed height,
186 # keeping the visible markers glued to them so you can see where each
187 # light actually is.
188 r = 5.0
189 h = 3.0
190 red_pos = (r * math.cos(self._time), r * math.sin(self._time), h)
191 blue_pos = (r * math.cos(self._time + math.pi), r * math.sin(self._time + math.pi), h)
192 self._red_light.position = red_pos
193 self._red_marker.position = red_pos
194 self._blue_light.position = blue_pos
195 self._blue_marker.position = blue_pos
196
197
198if __name__ == "__main__":
199 app = App(title="Lighting Demo", width=1280, height=720)
200 app.run(LightingScene())