# {py:mod}`simvx.core.physics_nodes` ```{py:module} simvx.core.physics_nodes ``` ```{autodoc2-docstring} simvx.core.physics_nodes :allowtitles: ``` ## Module Contents ### Classes ````{list-table} :class: autosummary longtable :align: left * - {py:obj}`CharacterBody2D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D :summary: ``` * - {py:obj}`CollisionShape2D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape2D :summary: ``` * - {py:obj}`Area2D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.Area2D :summary: ``` * - {py:obj}`CharacterBody3D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D :summary: ``` * - {py:obj}`CollisionShape3D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape3D :summary: ``` * - {py:obj}`Area3D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.Area3D :summary: ``` * - {py:obj}`ShapeCast2D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D :summary: ``` * - {py:obj}`ShapeCast3D ` - ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D :summary: ``` ```` ### API `````{py:class} CharacterBody2D(collision=None, **kwargs) :canonical: simvx.core.physics_nodes.CharacterBody2D Bases: {py:obj}`simvx.core.physics_nodes._CharacterBodyBase`, {py:obj}`simvx.core.nodes_2d.Node2D` ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics_nodes.CharacterBody2D.collision_layer :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics_nodes.CharacterBody2D.collision_mask :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D.collision_mask ``` ```` ````{py:attribute} max_slides :canonical: simvx.core.physics_nodes.CharacterBody2D.max_slides :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D.max_slides ``` ```` ````{py:method} move_and_slide(dt: float = 1.0) :canonical: simvx.core.physics_nodes.CharacterBody2D.move_and_slide ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D.move_and_slide ``` ```` ````{py:method} get_overlapping(group: str = None, body_type: type = None) -> list[simvx.core.physics_nodes.CharacterBody2D] :canonical: simvx.core.physics_nodes.CharacterBody2D.get_overlapping ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody2D.get_overlapping ``` ```` ````{py:method} is_on_floor() -> bool :canonical: simvx.core.physics_nodes.CharacterBody2D.is_on_floor ```` ````{py:method} is_on_wall() -> bool :canonical: simvx.core.physics_nodes.CharacterBody2D.is_on_wall ```` ````{py:method} is_on_ceiling() -> bool :canonical: simvx.core.physics_nodes.CharacterBody2D.is_on_ceiling ```` ````{py:attribute} z_index :canonical: simvx.core.physics_nodes.CharacterBody2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics_nodes.CharacterBody2D.z_as_relative :value: > 'Property(...)' ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics_nodes.CharacterBody2D.absolute_z_index :type: int ```` ````{py:property} position :canonical: simvx.core.physics_nodes.CharacterBody2D.position :type: simvx.core.math.types.Vec2 ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.CharacterBody2D.rotation :type: float ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.CharacterBody2D.rotation_degrees :type: float ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.CharacterBody2D.scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.CharacterBody2D.global_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.CharacterBody2D.global_rotation :type: float ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.CharacterBody2D.global_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.CharacterBody2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.CharacterBody2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CharacterBody2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics_nodes.CharacterBody2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics_nodes.CharacterBody2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CharacterBody2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics_nodes.CharacterBody2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None) :canonical: simvx.core.physics_nodes.CharacterBody2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics_nodes.CharacterBody2D.wrap_screen ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.CharacterBody2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.CharacterBody2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.CharacterBody2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.CharacterBody2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CharacterBody2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CharacterBody2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CharacterBody2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CharacterBody2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CharacterBody2D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CharacterBody2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.CharacterBody2D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.CharacterBody2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.CharacterBody2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.CharacterBody2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.CharacterBody2D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.ready ```` ````{py:method} enter_tree() -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.enter_tree ```` ````{py:method} exit_tree() -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.exit_tree ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.process ```` ````{py:method} physics_process(dt: float) -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.physics_process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CharacterBody2D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.CharacterBody2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.CharacterBody2D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.CharacterBody2D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.CharacterBody2D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.CharacterBody2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.CharacterBody2D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.CharacterBody2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.CharacterBody2D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.CharacterBody2D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.CharacterBody2D.__repr__ ```` ````` `````{py:class} CollisionShape2D(position=None, rotation: float = 0.0, scale=None, **kwargs) :canonical: simvx.core.physics_nodes.CollisionShape2D Bases: {py:obj}`simvx.core.physics_nodes._CollisionShapeBase`, {py:obj}`simvx.core.nodes_2d.Node2D` ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape2D.__init__ ``` ````{py:attribute} radius :canonical: simvx.core.physics_nodes.CollisionShape2D.radius :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape2D.radius ``` ```` ````{py:method} overlaps(other: simvx.core.physics_nodes.CollisionShape2D) -> bool :canonical: simvx.core.physics_nodes.CollisionShape2D.overlaps ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape2D.overlaps ``` ```` ````{py:method} overlaps_point(point: tuple[float, float] | numpy.ndarray) -> bool :canonical: simvx.core.physics_nodes.CollisionShape2D.overlaps_point ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape2D.overlaps_point ``` ```` ````{py:attribute} z_index :canonical: simvx.core.physics_nodes.CollisionShape2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics_nodes.CollisionShape2D.z_as_relative :value: > 'Property(...)' ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics_nodes.CollisionShape2D.absolute_z_index :type: int ```` ````{py:property} position :canonical: simvx.core.physics_nodes.CollisionShape2D.position :type: simvx.core.math.types.Vec2 ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.CollisionShape2D.rotation :type: float ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.CollisionShape2D.rotation_degrees :type: float ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.CollisionShape2D.scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.CollisionShape2D.global_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.CollisionShape2D.global_rotation :type: float ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.CollisionShape2D.global_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.CollisionShape2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.CollisionShape2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CollisionShape2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics_nodes.CollisionShape2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics_nodes.CollisionShape2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CollisionShape2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics_nodes.CollisionShape2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None) :canonical: simvx.core.physics_nodes.CollisionShape2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics_nodes.CollisionShape2D.wrap_screen ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.CollisionShape2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.CollisionShape2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.CollisionShape2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.CollisionShape2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CollisionShape2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CollisionShape2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CollisionShape2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CollisionShape2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CollisionShape2D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CollisionShape2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.CollisionShape2D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.CollisionShape2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.CollisionShape2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.CollisionShape2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.CollisionShape2D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.ready ```` ````{py:method} enter_tree() -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.enter_tree ```` ````{py:method} exit_tree() -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.exit_tree ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.process ```` ````{py:method} physics_process(dt: float) -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.physics_process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CollisionShape2D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.CollisionShape2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.CollisionShape2D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.CollisionShape2D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.CollisionShape2D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.CollisionShape2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.CollisionShape2D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.CollisionShape2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.CollisionShape2D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.CollisionShape2D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.CollisionShape2D.__repr__ ```` ````` `````{py:class} Area2D(**kwargs) :canonical: simvx.core.physics_nodes.Area2D Bases: {py:obj}`simvx.core.physics_nodes._AreaBase`, {py:obj}`simvx.core.nodes_2d.Node2D` ```{autodoc2-docstring} simvx.core.physics_nodes.Area2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.Area2D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics_nodes.Area2D.collision_layer :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.Area2D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics_nodes.Area2D.collision_mask :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.Area2D.collision_mask ``` ```` ````{py:attribute} monitoring :canonical: simvx.core.physics_nodes.Area2D.monitoring :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.Area2D.monitoring ``` ```` ````{py:method} physics_process(dt: float) :canonical: simvx.core.physics_nodes.Area2D.physics_process ```` ````{py:method} get_overlapping_bodies() -> list :canonical: simvx.core.physics_nodes.Area2D.get_overlapping_bodies ```` ````{py:method} get_overlapping_areas() -> list :canonical: simvx.core.physics_nodes.Area2D.get_overlapping_areas ```` ````{py:method} has_overlapping_bodies() -> bool :canonical: simvx.core.physics_nodes.Area2D.has_overlapping_bodies ```` ````{py:method} has_overlapping_areas() -> bool :canonical: simvx.core.physics_nodes.Area2D.has_overlapping_areas ```` ````{py:attribute} z_index :canonical: simvx.core.physics_nodes.Area2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics_nodes.Area2D.z_as_relative :value: > 'Property(...)' ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics_nodes.Area2D.absolute_z_index :type: int ```` ````{py:property} position :canonical: simvx.core.physics_nodes.Area2D.position :type: simvx.core.math.types.Vec2 ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.Area2D.rotation :type: float ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.Area2D.rotation_degrees :type: float ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.Area2D.scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.Area2D.global_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.Area2D.global_rotation :type: float ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.Area2D.global_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.Area2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.Area2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.Area2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics_nodes.Area2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics_nodes.Area2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.Area2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics_nodes.Area2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None) :canonical: simvx.core.physics_nodes.Area2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics_nodes.Area2D.wrap_screen ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.Area2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.Area2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.Area2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.Area2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.Area2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.Area2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.Area2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.Area2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.Area2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.Area2D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.Area2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.Area2D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.Area2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.Area2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.Area2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.Area2D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.Area2D.ready ```` ````{py:method} enter_tree() -> None :canonical: simvx.core.physics_nodes.Area2D.enter_tree ```` ````{py:method} exit_tree() -> None :canonical: simvx.core.physics_nodes.Area2D.exit_tree ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.Area2D.process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.Area2D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.Area2D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.Area2D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.Area2D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.Area2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.Area2D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.Area2D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.Area2D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.Area2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.Area2D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.Area2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.Area2D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.Area2D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.Area2D.__repr__ ```` ````` `````{py:class} CharacterBody3D(collision=None, **kwargs) :canonical: simvx.core.physics_nodes.CharacterBody3D Bases: {py:obj}`simvx.core.physics_nodes._CharacterBodyBase`, {py:obj}`simvx.core.nodes_3d.Node3D` ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics_nodes.CharacterBody3D.collision_layer :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics_nodes.CharacterBody3D.collision_mask :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D.collision_mask ``` ```` ````{py:attribute} max_slides :canonical: simvx.core.physics_nodes.CharacterBody3D.max_slides :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D.max_slides ``` ```` ````{py:method} move_and_slide(dt: float = 1.0) :canonical: simvx.core.physics_nodes.CharacterBody3D.move_and_slide ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D.move_and_slide ``` ```` ````{py:method} get_overlapping(group: str = None, body_type: type = None) -> list[simvx.core.physics_nodes.CharacterBody3D] :canonical: simvx.core.physics_nodes.CharacterBody3D.get_overlapping ```{autodoc2-docstring} simvx.core.physics_nodes.CharacterBody3D.get_overlapping ``` ```` ````{py:method} is_on_floor() -> bool :canonical: simvx.core.physics_nodes.CharacterBody3D.is_on_floor ```` ````{py:method} is_on_wall() -> bool :canonical: simvx.core.physics_nodes.CharacterBody3D.is_on_wall ```` ````{py:method} is_on_ceiling() -> bool :canonical: simvx.core.physics_nodes.CharacterBody3D.is_on_ceiling ```` ````{py:property} position :canonical: simvx.core.physics_nodes.CharacterBody3D.position ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.CharacterBody3D.rotation :type: simvx.core.math.types.Quat ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.CharacterBody3D.scale ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.CharacterBody3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.CharacterBody3D.global_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.CharacterBody3D.global_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.CharacterBody3D.global_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.CharacterBody3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.CharacterBody3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics_nodes.CharacterBody3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CharacterBody3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CharacterBody3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics_nodes.CharacterBody3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics_nodes.CharacterBody3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics_nodes.CharacterBody3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics_nodes.CharacterBody3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics_nodes.CharacterBody3D.look_at ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics_nodes.CharacterBody3D.wrap_bounds ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.CharacterBody3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.CharacterBody3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.CharacterBody3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.CharacterBody3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CharacterBody3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CharacterBody3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CharacterBody3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CharacterBody3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CharacterBody3D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CharacterBody3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.CharacterBody3D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.CharacterBody3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.CharacterBody3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.CharacterBody3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.CharacterBody3D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.ready ```` ````{py:method} enter_tree() -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.enter_tree ```` ````{py:method} exit_tree() -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.exit_tree ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.process ```` ````{py:method} physics_process(dt: float) -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.physics_process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CharacterBody3D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.CharacterBody3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.CharacterBody3D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.CharacterBody3D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.CharacterBody3D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.CharacterBody3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.CharacterBody3D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.CharacterBody3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.CharacterBody3D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.CharacterBody3D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.CharacterBody3D.__repr__ ```` ````` `````{py:class} CollisionShape3D(position=None, rotation=None, scale=None, **kwargs) :canonical: simvx.core.physics_nodes.CollisionShape3D Bases: {py:obj}`simvx.core.physics_nodes._CollisionShapeBase`, {py:obj}`simvx.core.nodes_3d.Node3D` ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape3D.__init__ ``` ````{py:attribute} radius :canonical: simvx.core.physics_nodes.CollisionShape3D.radius :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape3D.radius ``` ```` ````{py:attribute} pickable :canonical: simvx.core.physics_nodes.CollisionShape3D.pickable :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape3D.pickable ``` ```` ````{py:method} overlaps(other: simvx.core.physics_nodes.CollisionShape3D) -> bool :canonical: simvx.core.physics_nodes.CollisionShape3D.overlaps ```{autodoc2-docstring} simvx.core.physics_nodes.CollisionShape3D.overlaps ``` ```` ````{py:method} overlaps_point(point: tuple[float, float, float] | numpy.ndarray) -> bool :canonical: simvx.core.physics_nodes.CollisionShape3D.overlaps_point ```` ````{py:property} position :canonical: simvx.core.physics_nodes.CollisionShape3D.position ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.CollisionShape3D.rotation :type: simvx.core.math.types.Quat ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.CollisionShape3D.scale ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.CollisionShape3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.CollisionShape3D.global_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.CollisionShape3D.global_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.CollisionShape3D.global_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.CollisionShape3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.CollisionShape3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics_nodes.CollisionShape3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CollisionShape3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.CollisionShape3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics_nodes.CollisionShape3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics_nodes.CollisionShape3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics_nodes.CollisionShape3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics_nodes.CollisionShape3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics_nodes.CollisionShape3D.look_at ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics_nodes.CollisionShape3D.wrap_bounds ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.CollisionShape3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.CollisionShape3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.CollisionShape3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.CollisionShape3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CollisionShape3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CollisionShape3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.CollisionShape3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.CollisionShape3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CollisionShape3D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.CollisionShape3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.CollisionShape3D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.CollisionShape3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.CollisionShape3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.CollisionShape3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.CollisionShape3D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.ready ```` ````{py:method} enter_tree() -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.enter_tree ```` ````{py:method} exit_tree() -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.exit_tree ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.process ```` ````{py:method} physics_process(dt: float) -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.physics_process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.CollisionShape3D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.CollisionShape3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.CollisionShape3D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.CollisionShape3D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.CollisionShape3D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.CollisionShape3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.CollisionShape3D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.CollisionShape3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.CollisionShape3D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.CollisionShape3D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.CollisionShape3D.__repr__ ```` ````` `````{py:class} Area3D(**kwargs) :canonical: simvx.core.physics_nodes.Area3D Bases: {py:obj}`simvx.core.physics_nodes._AreaBase`, {py:obj}`simvx.core.nodes_3d.Node3D` ```{autodoc2-docstring} simvx.core.physics_nodes.Area3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.Area3D.__init__ ``` ````{py:attribute} collision_layer :canonical: simvx.core.physics_nodes.Area3D.collision_layer :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.Area3D.collision_layer ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics_nodes.Area3D.collision_mask :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.Area3D.collision_mask ``` ```` ````{py:attribute} monitoring :canonical: simvx.core.physics_nodes.Area3D.monitoring :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.Area3D.monitoring ``` ```` ````{py:method} physics_process(dt: float) :canonical: simvx.core.physics_nodes.Area3D.physics_process ```` ````{py:method} get_overlapping_bodies() -> list :canonical: simvx.core.physics_nodes.Area3D.get_overlapping_bodies ```` ````{py:method} get_overlapping_areas() -> list :canonical: simvx.core.physics_nodes.Area3D.get_overlapping_areas ```` ````{py:method} has_overlapping_bodies() -> bool :canonical: simvx.core.physics_nodes.Area3D.has_overlapping_bodies ```` ````{py:method} has_overlapping_areas() -> bool :canonical: simvx.core.physics_nodes.Area3D.has_overlapping_areas ```` ````{py:property} position :canonical: simvx.core.physics_nodes.Area3D.position ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.Area3D.rotation :type: simvx.core.math.types.Quat ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.Area3D.scale ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.Area3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.Area3D.global_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.Area3D.global_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.Area3D.global_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.Area3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.Area3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics_nodes.Area3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.Area3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.Area3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics_nodes.Area3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics_nodes.Area3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics_nodes.Area3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics_nodes.Area3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics_nodes.Area3D.look_at ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics_nodes.Area3D.wrap_bounds ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.Area3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.Area3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.Area3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.Area3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.Area3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.Area3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.Area3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.Area3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.Area3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.Area3D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.Area3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.Area3D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.Area3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.Area3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.Area3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.Area3D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.Area3D.ready ```` ````{py:method} enter_tree() -> None :canonical: simvx.core.physics_nodes.Area3D.enter_tree ```` ````{py:method} exit_tree() -> None :canonical: simvx.core.physics_nodes.Area3D.exit_tree ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.Area3D.process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.Area3D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.Area3D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.Area3D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.Area3D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.Area3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.Area3D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.Area3D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.Area3D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.Area3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.Area3D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.Area3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.Area3D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.Area3D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.Area3D.__repr__ ```` ````` `````{py:class} ShapeCast2D(shape: simvx.core.collision.CollisionShape | None = None, **kwargs) :canonical: simvx.core.physics_nodes.ShapeCast2D Bases: {py:obj}`simvx.core.nodes_2d.Node2D` ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.__init__ ``` ````{py:attribute} target_position :canonical: simvx.core.physics_nodes.ShapeCast2D.target_position :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.target_position ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics_nodes.ShapeCast2D.collision_mask :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.collision_mask ``` ```` ````{py:attribute} max_results :canonical: simvx.core.physics_nodes.ShapeCast2D.max_results :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.max_results ``` ```` ````{py:attribute} enabled :canonical: simvx.core.physics_nodes.ShapeCast2D.enabled :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.enabled ``` ```` ````{py:attribute} exclude_parent :canonical: simvx.core.physics_nodes.ShapeCast2D.exclude_parent :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.exclude_parent ``` ```` ````{py:attribute} margin :canonical: simvx.core.physics_nodes.ShapeCast2D.margin :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.margin ``` ```` ````{py:attribute} collision_detected :canonical: simvx.core.physics_nodes.ShapeCast2D.collision_detected :value: > 'Signal(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.collision_detected ``` ```` ````{py:property} shape :canonical: simvx.core.physics_nodes.ShapeCast2D.shape :type: simvx.core.collision.CollisionShape ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.shape ``` ```` ````{py:property} is_colliding :canonical: simvx.core.physics_nodes.ShapeCast2D.is_colliding :type: bool ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.is_colliding ``` ```` ````{py:property} collision_count :canonical: simvx.core.physics_nodes.ShapeCast2D.collision_count :type: int ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.collision_count ``` ```` ````{py:method} get_collider(index: int = 0) -> typing.Any :canonical: simvx.core.physics_nodes.ShapeCast2D.get_collider ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.get_collider ``` ```` ````{py:method} get_collision_point(index: int = 0) -> simvx.core.math.types.Vec2 :canonical: simvx.core.physics_nodes.ShapeCast2D.get_collision_point ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.get_collision_point ``` ```` ````{py:method} get_collision_normal(index: int = 0) -> simvx.core.math.types.Vec2 :canonical: simvx.core.physics_nodes.ShapeCast2D.get_collision_normal ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.get_collision_normal ``` ```` ````{py:method} get_collision_fraction(index: int = 0) -> float :canonical: simvx.core.physics_nodes.ShapeCast2D.get_collision_fraction ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.get_collision_fraction ``` ```` ````{py:method} force_update() :canonical: simvx.core.physics_nodes.ShapeCast2D.force_update ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast2D.force_update ``` ```` ````{py:method} enter_tree() :canonical: simvx.core.physics_nodes.ShapeCast2D.enter_tree ```` ````{py:method} exit_tree() :canonical: simvx.core.physics_nodes.ShapeCast2D.exit_tree ```` ````{py:method} physics_process(dt: float) :canonical: simvx.core.physics_nodes.ShapeCast2D.physics_process ```` ````{py:attribute} z_index :canonical: simvx.core.physics_nodes.ShapeCast2D.z_index :value: > 'Property(...)' ```` ````{py:attribute} z_as_relative :canonical: simvx.core.physics_nodes.ShapeCast2D.z_as_relative :value: > 'Property(...)' ```` ````{py:property} absolute_z_index :canonical: simvx.core.physics_nodes.ShapeCast2D.absolute_z_index :type: int ```` ````{py:property} position :canonical: simvx.core.physics_nodes.ShapeCast2D.position :type: simvx.core.math.types.Vec2 ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.ShapeCast2D.rotation :type: float ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.ShapeCast2D.rotation_degrees :type: float ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.ShapeCast2D.scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.ShapeCast2D.global_position :type: simvx.core.math.types.Vec2 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.ShapeCast2D.global_rotation :type: float ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.ShapeCast2D.global_scale :type: simvx.core.math.types.Vec2 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.ShapeCast2D.forward :type: simvx.core.math.types.Vec2 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.ShapeCast2D.right :type: simvx.core.math.types.Vec2 ```` ````{py:method} translate(offset: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.ShapeCast2D.translate ```` ````{py:method} rotate(radians: float) :canonical: simvx.core.physics_nodes.ShapeCast2D.rotate ```` ````{py:method} rotate_deg(degrees: float) :canonical: simvx.core.physics_nodes.ShapeCast2D.rotate_deg ```` ````{py:method} look_at(target: tuple[float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.ShapeCast2D.look_at ```` ````{py:method} transform_points(points: list[simvx.core.math.types.Vec2]) -> list[simvx.core.math.types.Vec2] :canonical: simvx.core.physics_nodes.ShapeCast2D.transform_points ```` ````{py:method} draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None) :canonical: simvx.core.physics_nodes.ShapeCast2D.draw_polygon ```` ````{py:method} wrap_screen(margin: float = 20) :canonical: simvx.core.physics_nodes.ShapeCast2D.wrap_screen ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.ShapeCast2D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.ShapeCast2D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.ShapeCast2D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.ShapeCast2D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.ShapeCast2D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.ShapeCast2D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.ShapeCast2D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.ShapeCast2D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.ShapeCast2D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.ShapeCast2D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.ShapeCast2D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.ShapeCast2D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.ShapeCast2D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.ShapeCast2D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.ShapeCast2D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.ready ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.ShapeCast2D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.ShapeCast2D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.ShapeCast2D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.ShapeCast2D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.ShapeCast2D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.ShapeCast2D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.ShapeCast2D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.ShapeCast2D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.ShapeCast2D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.ShapeCast2D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.ShapeCast2D.__repr__ ```` ````` `````{py:class} ShapeCast3D(shape: simvx.core.collision.CollisionShape | None = None, **kwargs) :canonical: simvx.core.physics_nodes.ShapeCast3D Bases: {py:obj}`simvx.core.nodes_3d.Node3D` ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D ``` ```{rubric} Initialization ``` ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.__init__ ``` ````{py:attribute} target_position :canonical: simvx.core.physics_nodes.ShapeCast3D.target_position :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.target_position ``` ```` ````{py:attribute} collision_mask :canonical: simvx.core.physics_nodes.ShapeCast3D.collision_mask :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.collision_mask ``` ```` ````{py:attribute} max_results :canonical: simvx.core.physics_nodes.ShapeCast3D.max_results :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.max_results ``` ```` ````{py:attribute} enabled :canonical: simvx.core.physics_nodes.ShapeCast3D.enabled :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.enabled ``` ```` ````{py:attribute} exclude_parent :canonical: simvx.core.physics_nodes.ShapeCast3D.exclude_parent :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.exclude_parent ``` ```` ````{py:attribute} margin :canonical: simvx.core.physics_nodes.ShapeCast3D.margin :value: > 'Property(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.margin ``` ```` ````{py:attribute} collision_detected :canonical: simvx.core.physics_nodes.ShapeCast3D.collision_detected :value: > 'Signal(...)' ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.collision_detected ``` ```` ````{py:property} shape :canonical: simvx.core.physics_nodes.ShapeCast3D.shape :type: simvx.core.collision.CollisionShape ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.shape ``` ```` ````{py:property} is_colliding :canonical: simvx.core.physics_nodes.ShapeCast3D.is_colliding :type: bool ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.is_colliding ``` ```` ````{py:property} collision_count :canonical: simvx.core.physics_nodes.ShapeCast3D.collision_count :type: int ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.collision_count ``` ```` ````{py:method} get_collider(index: int = 0) -> typing.Any :canonical: simvx.core.physics_nodes.ShapeCast3D.get_collider ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.get_collider ``` ```` ````{py:method} get_collision_point(index: int = 0) -> simvx.core.math.types.Vec3 :canonical: simvx.core.physics_nodes.ShapeCast3D.get_collision_point ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.get_collision_point ``` ```` ````{py:method} get_collision_normal(index: int = 0) -> simvx.core.math.types.Vec3 :canonical: simvx.core.physics_nodes.ShapeCast3D.get_collision_normal ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.get_collision_normal ``` ```` ````{py:method} get_collision_fraction(index: int = 0) -> float :canonical: simvx.core.physics_nodes.ShapeCast3D.get_collision_fraction ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.get_collision_fraction ``` ```` ````{py:method} force_update() :canonical: simvx.core.physics_nodes.ShapeCast3D.force_update ```{autodoc2-docstring} simvx.core.physics_nodes.ShapeCast3D.force_update ``` ```` ````{py:method} enter_tree() :canonical: simvx.core.physics_nodes.ShapeCast3D.enter_tree ```` ````{py:method} exit_tree() :canonical: simvx.core.physics_nodes.ShapeCast3D.exit_tree ```` ````{py:method} physics_process(dt: float) :canonical: simvx.core.physics_nodes.ShapeCast3D.physics_process ```` ````{py:property} position :canonical: simvx.core.physics_nodes.ShapeCast3D.position ```` ````{py:property} rotation :canonical: simvx.core.physics_nodes.ShapeCast3D.rotation :type: simvx.core.math.types.Quat ```` ````{py:property} scale :canonical: simvx.core.physics_nodes.ShapeCast3D.scale ```` ````{py:property} rotation_degrees :canonical: simvx.core.physics_nodes.ShapeCast3D.rotation_degrees :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_position :canonical: simvx.core.physics_nodes.ShapeCast3D.global_position :type: simvx.core.math.types.Vec3 ```` ````{py:property} global_rotation :canonical: simvx.core.physics_nodes.ShapeCast3D.global_rotation :type: simvx.core.math.types.Quat ```` ````{py:property} global_scale :canonical: simvx.core.physics_nodes.ShapeCast3D.global_scale :type: simvx.core.math.types.Vec3 ```` ````{py:property} forward :canonical: simvx.core.physics_nodes.ShapeCast3D.forward :type: simvx.core.math.types.Vec3 ```` ````{py:property} right :canonical: simvx.core.physics_nodes.ShapeCast3D.right :type: simvx.core.math.types.Vec3 ```` ````{py:property} up :canonical: simvx.core.physics_nodes.ShapeCast3D.up :type: simvx.core.math.types.Vec3 ```` ````{py:method} translate(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.ShapeCast3D.translate ```` ````{py:method} translate_global(offset: tuple[float, float, float] | numpy.ndarray) :canonical: simvx.core.physics_nodes.ShapeCast3D.translate_global ```` ````{py:method} rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float) :canonical: simvx.core.physics_nodes.ShapeCast3D.rotate ```` ````{py:method} rotate_x(angle: float) :canonical: simvx.core.physics_nodes.ShapeCast3D.rotate_x ```` ````{py:method} rotate_y(angle: float) :canonical: simvx.core.physics_nodes.ShapeCast3D.rotate_y ```` ````{py:method} rotate_z(angle: float) :canonical: simvx.core.physics_nodes.ShapeCast3D.rotate_z ```` ````{py:method} look_at(target: tuple[float, float, float] | numpy.ndarray, up=None) :canonical: simvx.core.physics_nodes.ShapeCast3D.look_at ```` ````{py:method} wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0) :canonical: simvx.core.physics_nodes.ShapeCast3D.wrap_bounds ```` ````{py:attribute} script_error_raised :canonical: simvx.core.physics_nodes.ShapeCast3D.script_error_raised :value: > 'Signal(...)' ```` ````{py:method} __init_subclass__(**kwargs) :canonical: simvx.core.physics_nodes.ShapeCast3D.__init_subclass__ :classmethod: ```` ````{py:property} name :canonical: simvx.core.physics_nodes.ShapeCast3D.name :type: str ```` ````{py:property} process_mode :canonical: simvx.core.physics_nodes.ShapeCast3D.process_mode :type: simvx.core.descriptors.ProcessMode ```` ````{py:method} reset_error() -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.reset_error ```` ````{py:method} add_child(node: simvx.core.node.Node) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.ShapeCast3D.add_child ```` ````{py:method} remove_child(node: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.ShapeCast3D.remove_child ```` ````{py:method} reparent(new_parent: simvx.core.node.Node) :canonical: simvx.core.physics_nodes.ShapeCast3D.reparent ```` ````{py:method} get_node(path: str) -> simvx.core.node.Node :canonical: simvx.core.physics_nodes.ShapeCast3D.get_node ```` ````{py:method} find_child(name: str, recursive: bool = False) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.ShapeCast3D.find_child ```` ````{py:method} find(node_type: type) -> simvx.core.node.Node | None :canonical: simvx.core.physics_nodes.ShapeCast3D.find ```` ````{py:method} find_all(node_type: type, recursive: bool = True) -> list :canonical: simvx.core.physics_nodes.ShapeCast3D.find_all ```` ````{py:property} path :canonical: simvx.core.physics_nodes.ShapeCast3D.path :type: str ```` ````{py:method} add_to_group(group: str) :canonical: simvx.core.physics_nodes.ShapeCast3D.add_to_group ```` ````{py:method} remove_from_group(group: str) :canonical: simvx.core.physics_nodes.ShapeCast3D.remove_from_group ```` ````{py:method} is_in_group(group: str) -> bool :canonical: simvx.core.physics_nodes.ShapeCast3D.is_in_group ```` ````{py:method} ready() -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.ready ```` ````{py:method} process(dt: float) -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.process ```` ````{py:method} draw(renderer) -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.draw ```` ````{py:method} input_event(event: simvx.core.events.InputEvent) -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.input_event ```` ````{py:method} input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.input ```` ````{py:method} unhandled_input(event: simvx.core.events.TreeInputEvent) -> None :canonical: simvx.core.physics_nodes.ShapeCast3D.unhandled_input ```` ````{py:method} start_coroutine(gen: simvx.core.descriptors.Coroutine) -> simvx.core.descriptors.CoroutineHandle :canonical: simvx.core.physics_nodes.ShapeCast3D.start_coroutine ```` ````{py:method} stop_coroutine(gen_or_handle) :canonical: simvx.core.physics_nodes.ShapeCast3D.stop_coroutine ```` ````{py:method} destroy() :canonical: simvx.core.physics_nodes.ShapeCast3D.destroy ```` ````{py:attribute} queue_free :canonical: simvx.core.physics_nodes.ShapeCast3D.queue_free :value: > None ```` ````{py:property} tree :canonical: simvx.core.physics_nodes.ShapeCast3D.tree :type: simvx.core.scene_tree.SceneTree ```` ````{py:method} get_tree() -> simvx.core.scene_tree.SceneTree :canonical: simvx.core.physics_nodes.ShapeCast3D.get_tree ```` ````{py:method} __getitem__(key: str) :canonical: simvx.core.physics_nodes.ShapeCast3D.__getitem__ ```` ````{py:method} get_properties() -> dict[str, simvx.core.descriptors.Property] :canonical: simvx.core.physics_nodes.ShapeCast3D.get_properties :classmethod: ```` ````{py:attribute} get_settings :canonical: simvx.core.physics_nodes.ShapeCast3D.get_settings :value: > None ```` ````{py:method} __repr__() :canonical: simvx.core.physics_nodes.ShapeCast3D.__repr__ ```` `````