simvx.core.physics.engine¶
Physics engine — rigid body dynamics, collision response, joints, raycasting.
Pure-Python physics built on numpy. Integrates with the node lifecycle via
physics_process(dt) and the existing collision shapes from simvx.core.collision.
Architecture:
PhysicsServer (singleton) manages bodies and steps the simulation.
RigidBody2D/3D nodes register themselves with the server on enter_tree
and unregister on exit_tree. The SceneTree’s physics tick calls
physics_process on all nodes, which triggers force integration.
Module Contents¶
Classes¶
Surface properties for physics bodies. |
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Physics body simulation mode. |
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A single collision contact between two bodies. |
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Central physics simulation manager. |
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3D rigid body with full physics simulation. |
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2D rigid body with full physics simulation. |
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Immovable 3D physics body. Used for floors, walls, and obstacles. |
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Immovable 2D physics body. Used for platforms and walls. |
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3D body moved by code that participates in collisions. |
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2D body moved by code that participates in collisions. |
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Base class for 2D physics joints. |
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Base class for 3D physics joints. |
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Pin joint — constrains two 2D bodies to maintain a fixed distance. |
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Pin joint — constrains two 3D bodies to maintain a fixed distance. |
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Hinge joint — constrains two 3D bodies to rotate around a shared axis. |
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Persistent ray query node for 3D physics. |
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Persistent ray query node for 2D physics. |
Data¶
API¶
- simvx.core.physics.engine.log¶
‘getLogger(…)’
- simvx.core.physics.engine.__all__¶
[‘PhysicsMaterial’, ‘BodyMode’, ‘PhysicsServer’, ‘RigidBody2D’, ‘RigidBody3D’, ‘StaticBody2D’, ‘Stat…
- class simvx.core.physics.engine.PhysicsMaterial¶
Surface properties for physics bodies.
Attributes: friction: Coefficient of friction [0..1]. Higher = more grip. restitution: Coefficient of restitution [0..1]. 1 = perfectly elastic bounce. density: Mass per unit volume. Used for auto-computing mass from shape volume.
- friction: float¶
0.5
- restitution: float¶
0.3
- density: float¶
1.0
- class simvx.core.physics.engine.BodyMode¶
Bases:
enum.IntEnumPhysics body simulation mode.
Initialization
Initialize self. See help(type(self)) for accurate signature.
- DYNAMIC¶
0
- KINEMATIC¶
1
- STATIC¶
2
- __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__()¶
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- __round__()¶
- __rpow__()¶
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- __rtruediv__()¶
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- __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.physics.engine.Contact¶
A single collision contact between two bodies.
Attributes: body_a: First body in the collision pair. body_b: Second body in the collision pair. normal: Contact normal pointing from A to B (normalized). point: Contact point in world space. depth: Penetration depth (positive when overlapping).
- body_a: Any¶
None
- body_b: Any¶
None
- normal: numpy.ndarray¶
None
- point: numpy.ndarray¶
None
- depth: float¶
None
- class simvx.core.physics.engine.PhysicsServer(cell_size: float = 2.0)¶
Central physics simulation manager.
Manages all physics bodies, runs broadphase/narrowphase collision detection, resolves contacts with impulse-based response, and provides raycasting.
Usage: server = PhysicsServer.get() server.set_gravity(Vec3(0, -9.8, 0))
Initialization
- classmethod get() simvx.core.physics.engine.PhysicsServer¶
Return the singleton PhysicsServer, creating it if needed.
- classmethod reset() None¶
Reset the singleton (useful for tests).
- set_gravity(gravity) None¶
Set global gravity vector.
Args: gravity: Gravity as Vec3, tuple, or ndarray. Default (0, -9.8, 0).
- property gravity: numpy.ndarray¶
- add_body(body) None¶
Register a physics body node with the server.
- remove_body(body) None¶
Unregister a physics body from the server.
- step(dt: float) None¶
Advance the physics simulation by dt seconds.
This performs:
Sync positions from nodes
Apply gravity and forces → integrate velocities
Broadphase + narrowphase collision detection
Iterative impulse-based collision response
Integrate positions
Write results back to nodes
Emit body_entered/body_exited signals
- raycast(origin, direction, max_dist: float = 1000.0, layer_mask: int = 4294967295) list[simvx.core.collision.RayHit]¶
Cast a ray through the physics world.
Args: origin: Ray start position (Vec3, tuple, or ndarray). direction: Ray direction (will be normalized). max_dist: Maximum ray length. layer_mask: Bitmask to filter bodies by collision layer.
Returns: List of RayHit sorted by distance.
- get_overlapping_bodies(body) list¶
Return all bodies currently overlapping the given body.
- property body_count: int¶
- class simvx.core.physics.engine.RigidBody3D(**kwargs)¶
Bases:
simvx.core.physics.engine._PhysicsBodyMixin,simvx.core.engine.Node3D3D rigid body with full physics simulation.
Supports dynamic, kinematic, and static modes. Collision shapes are set via
set_collision_shape()or auto-detected from child nodes.Signals: body_entered: Emitted when another body starts overlapping. body_exited: Emitted when a previously overlapping body separates.
Example: class Ball(RigidBody3D): mass = Property(2.0) physics_material = PhysicsMaterial(restitution=0.8)
def ready(self): self.set_collision_shape(SphereShape(radius=0.5))Initialization
- mass¶
‘Property(…)’
- gravity_scale¶
‘Property(…)’
- linear_damp¶
‘Property(…)’
- angular_damp¶
‘Property(…)’
- collision_layer¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enter_tree() None¶
- exit_tree() None¶
- physics_process(dt: float) None¶
Called each physics tick. Override for custom behavior.
The PhysicsServer handles integration; this hook runs after forces are accumulated but before the server step.
- apply_force(force, position=None) None¶
- apply_impulse(impulse, position=None) None¶
- apply_torque(torque) None¶
- set_collision_shape(shape: simvx.core.collision.CollisionShape) None¶
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.RigidBody2D(**kwargs)¶
Bases:
simvx.core.physics.engine._PhysicsBodyMixin,simvx.core.engine.Node2D2D rigid body with full physics simulation.
Same API as RigidBody3D but works in 2D space (x, y). Angular velocity is a scalar (rotation around the z-axis).
Example: class Ball2D(RigidBody2D): mass = Property(1.0)
def ready(self): self.set_collision_shape(SphereShape(radius=10))Initialization
- mass¶
‘Property(…)’
- gravity_scale¶
‘Property(…)’
- linear_damp¶
‘Property(…)’
- angular_damp¶
‘Property(…)’
- collision_layer¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enter_tree() None¶
- exit_tree() None¶
- physics_process(dt: float) None¶
- apply_force(force, position=None) None¶
- apply_impulse(impulse, position=None) None¶
- apply_torque(torque) None¶
- set_collision_shape(shape: simvx.core.collision.CollisionShape) None¶
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- 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) simvx.core.node.Node | None¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.StaticBody3D(**kwargs)¶
Bases:
simvx.core.physics.engine._PhysicsBodyMixin,simvx.core.engine.Node3DImmovable 3D physics body. Used for floors, walls, and obstacles.
Has infinite effective mass — never moved by forces or collisions, but other bodies collide against it normally.
Example: ground = StaticBody3D(position=Vec3(0, -1, 0)) ground.set_collision_shape(BoxShape(half_extents=(50, 1, 50)))
Initialization
- collision_layer¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enter_tree() None¶
- exit_tree() None¶
- apply_force(force, position=None) None¶
- apply_impulse(impulse, position=None) None¶
- apply_torque(torque) None¶
- set_collision_shape(shape: simvx.core.collision.CollisionShape) None¶
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.StaticBody2D(**kwargs)¶
Bases:
simvx.core.physics.engine._PhysicsBodyMixin,simvx.core.engine.Node2DImmovable 2D physics body. Used for platforms and walls.
Same behavior as StaticBody3D but in 2D space.
Initialization
- collision_layer¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enter_tree() None¶
- exit_tree() None¶
- apply_force(force, position=None) None¶
- apply_impulse(impulse, position=None) None¶
- apply_torque(torque) None¶
- set_collision_shape(shape: simvx.core.collision.CollisionShape) None¶
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.KinematicBody3D(**kwargs)¶
Bases:
simvx.core.physics.engine._PhysicsBodyMixin,simvx.core.engine.Node3D3D body moved by code that participates in collisions.
Not affected by gravity or forces, but pushes dynamic bodies. Use
move_and_collide()for movement with collision detection.Example: class Platform(KinematicBody3D): def physics_process(self, dt): self.linear_velocity = Vec3(0, math.sin(time) * 2, 0)
Initialization
- collision_layer¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enter_tree() None¶
- exit_tree() None¶
- move_and_collide(velocity, dt: float = 1.0) simvx.core.physics.engine.Contact | None¶
Move by velocity*dt and return the first contact, or None.
- physics_process(dt: float) None¶
- apply_force(force, position=None) None¶
- apply_impulse(impulse, position=None) None¶
- apply_torque(torque) None¶
- set_collision_shape(shape: simvx.core.collision.CollisionShape) None¶
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.KinematicBody2D(**kwargs)¶
Bases:
simvx.core.physics.engine._PhysicsBodyMixin,simvx.core.engine.Node2D2D body moved by code that participates in collisions.
Same behavior as KinematicBody3D but in 2D space.
Initialization
- collision_layer¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enter_tree() None¶
- exit_tree() None¶
- move_and_collide(velocity, dt: float = 1.0) simvx.core.physics.engine.Contact | None¶
Move by velocity*dt and return the first contact, or None.
- physics_process(dt: float) None¶
- apply_force(force, position=None) None¶
- apply_impulse(impulse, position=None) None¶
- apply_torque(torque) None¶
- set_collision_shape(shape: simvx.core.collision.CollisionShape) None¶
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- 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) simvx.core.node.Node | None¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.Joint2D(body_a=None, body_b=None, **kwargs)¶
Bases:
simvx.core.engine.Node2DBase class for 2D physics joints.
Connects two physics bodies with a constraint. Subclass to implement specific joint types (pin, spring, etc.).
Attributes: body_a: First connected body (set after adding to tree). body_b: Second connected body (set after adding to tree).
Initialization
- solve(dt: float) None¶
Override to implement constraint solving.
- physics_process(dt: float) None¶
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.Joint3D(body_a=None, body_b=None, **kwargs)¶
Bases:
simvx.core.engine.Node3DBase class for 3D physics joints.
Connects two physics bodies with a constraint.
Initialization
- solve(dt: float) None¶
Override to implement constraint solving.
- physics_process(dt: float) None¶
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.PinJoint2D(body_a=None, body_b=None, distance: float = 0.0, stiffness: float = 1.0, damping: float = 0.1, **kwargs)¶
Bases:
simvx.core.physics.engine.Joint2DPin joint — constrains two 2D bodies to maintain a fixed distance.
The anchor points are at the bodies’ positions when the joint is created, or can be overridden via
anchor_aandanchor_b.Attributes: distance: Rest distance between anchors. 0 = compute from initial positions. stiffness: Constraint stiffness [0..1]. 1 = rigid, lower = springy. damping: Velocity damping factor for the constraint.
Initialization
- solve(dt: float) None¶
- physics_process(dt: float) None¶
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.PinJoint3D(body_a=None, body_b=None, distance: float = 0.0, stiffness: float = 1.0, damping: float = 0.1, **kwargs)¶
Bases:
simvx.core.physics.engine.Joint3DPin joint — constrains two 3D bodies to maintain a fixed distance.
Attributes: distance: Rest distance. 0 = auto-compute from initial positions. stiffness: Constraint stiffness [0..1]. damping: Velocity damping along the constraint axis.
Initialization
- solve(dt: float) None¶
- physics_process(dt: float) None¶
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.HingeJoint3D(body_a=None, body_b=None, axis=None, distance: float = 0.0, stiffness: float = 1.0, damping: float = 0.1, angular_limit_min: float = 0.0, angular_limit_max: float = 0.0, **kwargs)¶
Bases:
simvx.core.physics.engine.Joint3DHinge joint — constrains two 3D bodies to rotate around a shared axis.
Maintains a fixed distance (like PinJoint) and restricts relative rotation to a single axis.
Attributes: axis: Hinge rotation axis in world space (normalized). distance: Rest distance between body centers. stiffness: Position constraint stiffness. damping: Velocity damping. angular_limit_min: Minimum angle in degrees (0 = no limit). angular_limit_max: Maximum angle in degrees (0 = no limit).
Initialization
- solve(dt: float) None¶
- physics_process(dt: float) None¶
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.RayCast3D(target_position=None, collision_mask: int = 4294967295, enabled: bool = True, **kwargs)¶
Bases:
simvx.core.engine.Node3DPersistent ray query node for 3D physics.
Casts a ray from the node’s global position towards
target_position(in local space) each physics frame and caches the result. Useful for ground detection, line-of-sight checks, lasers, etc.Example: ray = RayCast3D(target_position=Vec3(0, -2, 0)) player.add_child(ray) # Later, in physics_process: if ray.is_colliding(): print(“Hit:”, ray.get_collider(), “at”, ray.get_collision_point())
Initialization
- target_position¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enabled¶
‘Property(…)’
- physics_process(dt: float) None¶
- is_colliding() bool¶
True if the ray hit something on the last physics frame.
- get_collider() simvx.core.engine.Node3D | None¶
Return the first body hit, or None.
- get_collision_point() simvx.core.math.types.Vec3¶
Return the world-space collision point of the first hit.
- get_collision_normal() simvx.core.math.types.Vec3¶
Return the collision normal (stub — RayHit lacks normal data).
- get_all_hits() list[simvx.core.collision.RayHit]¶
Return all hits from the last cast, sorted by distance.
- property position¶
- property rotation: simvx.core.math.types.Quat¶
- property scale¶
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property global_position: simvx.core.math.types.Vec3¶
- property global_rotation: simvx.core.math.types.Quat¶
- property global_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)¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶
- class simvx.core.physics.engine.RayCast2D(target_position=None, collision_mask: int = 4294967295, enabled: bool = True, **kwargs)¶
Bases:
simvx.core.engine.Node2DPersistent ray query node for 2D physics.
Casts a ray from the node’s global position towards
target_position(in local space) each physics frame and caches the result.Example: ray = RayCast2D(target_position=Vec2(0, 100)) player.add_child(ray) if ray.is_colliding(): print(“Hit:”, ray.get_collider())
Initialization
- target_position¶
‘Property(…)’
- collision_mask¶
‘Property(…)’
- enabled¶
‘Property(…)’
- physics_process(dt: float) None¶
- is_colliding() bool¶
True if the ray hit something on the last physics frame.
- get_collider() simvx.core.engine.Node2D | None¶
Return the first body hit, or None.
- get_collision_point() simvx.core.math.types.Vec2¶
Return the world-space collision point of the first hit.
- get_collision_normal() simvx.core.math.types.Vec2¶
Return the collision normal (stub — RayHit lacks normal data).
- get_all_hits() list[simvx.core.collision.RayHit]¶
Return all hits from the last cast, sorted by distance.
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- 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 global_position: simvx.core.math.types.Vec2¶
- property global_rotation: float¶
- property global_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, color=None)¶
- wrap_screen(margin: float = 20)¶
- 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) simvx.core.node.Node | None¶
- 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¶
- 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)¶
- destroy()¶
- queue_free¶
None
- 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]¶
- get_settings¶
None
- __repr__()¶